There are over 200 weapons available to use. In order to make it easy to browse, the weapons have been organized in a filterable list found on it’s own page.
Jump to the Weapon List.
Quick Links: Brand | Break | Credits | Damage | Grip | Range | Skill | Weight
Brand. Each weapon has a brand, which is the company that makes the weapon. It has no mechanical weight on the weapon, but can effect the weapons rarity.
Break. This is the break value of the weapon. When a creature attempts to use the Break action against you, it does so against this value.
Credits. This is the cost in credits for the weapon. This price assumes regular demand, and that the weapon is being purchased legally at a proper vendor. The price can change if the weapon has low/high demand or if the weapon is purchased illegally or at a vendor that wouldn’t commonly carry the weapon.
Damage. This is the damage a weapon deals on a successful hit. When the damage has a multiplier it means that the weapon can make a number of attack rolls equal to the multiplier when you take the attack action with it. These attack rolls can not be divided between targets and one piece of ammunition is used for every attack roll made.
Grip. Each weapon has a grip, either one or two handed. This is the number of hands needed to use the weapon in order to make an attack with it, however, you only need one hand to hold a two-handed.
Range. This is the range of the weapon. You are disadvantaged on any attack roll you make with a ranged weapon or a thrown weapon if there is a hostile creature within 5 feet of yourself.
- Melee weapons show the weapons reach. This is the furthest a creature can be from you in order for you to make an attack roll against them.
- Ranged weapons show the weapons range in three increments with the format: short / average / long. You have disadvantage if your target is within short range, or further than average range. You can not target any creature beyond the long range of a weapon.
- Thrown weapons will display a range within parenthesis similar to ranged weapons (explained above), however, thrown weapons do not have a short range, and are instead displayed as average / long.
Skill. This is the combat skill that is used when making attack rolls with the weapon, typically Accuracy or Might.
Weight. This is the weight of the weapon in pounds.
Many of the weapons have properties, and of those, most are shared across multiple weapons. These properties are explained in this section in alphabetical order. Some of the weapons found within the pages listed above have their own unique properties. When this is the case, the details of that special property can be found at the bottom of that weapon page, as described by the weapon itself.
Quick Links: Ammunition | Battery | Bayonet | Bulky | Chain | Close Combat | Covert | Critical | Defective | Defend | Expendable | Fleshrend | Guided | Integrate | Invisible | Knock-back | Loud | Non-Lethal | Overheat | Oversized | Silent | Sonic | Special | Stream | Thrown
Ammunition. Each time you attack with this weapon, you expend ammunition equal to the number of attack rolls made by this weapon. If the weapons currently loaded magazine has less ammunition in it than the weapons number of attack rolls made, you only make a number of attack rolls equal to the remaining ammunition. It takes an action to change a magazine. Magazines and bullets for weapons must be purchased separately, and are not included in the price of a weapon. Arrow ammunition loads the weapon as a part of the attack action, and the ammunition is stored outside of the weapon in a quiver or other carrying case. Regardless of if this weapon is one or two-handed, it requires two hands to load this weapon.
Battery. This weapon requires a battery be inserted into it. Each time you attack with this weapon, you expend cells of energy from a battery. The size of battery and number of cells of energy used are noted in parenthesis. If the weapons currently loaded battery has less charges in it than the attack requires, you can not make the attack roll. If the weapons currently loaded battery has less cells of energy in it than the weapons number of attack rolls made, you only make a number of attack rolls possible with the remaining cells of energy. Batteries for weapons must be purchased separately. Regardless of if this weapon is one or two-handed, it requires two hands to place a battery into this weapon. It takes an action to change a battery.
Bayonet. This weapon has a bayonet attached to the gun, allowing you to make melee attacks with the weapon. A The bayonets are within the Other weapon group (AC-0), each brand uses their own branded bayonet.
Bulky. A bulky weapon is difficult to carry, and requires more care. You can only have one bulky weapon on your person at any point in time.
Chain. After the first successful hit against a target with this weapon all other attack rolls made against the target are automatic hits until the end of the round.
Close Combat. This weapon is not disadvantage due to having hostile creatures within 5 feet of you, or against creatures within the weapons short range.
Covert. A covert weapon is able to be hidden stealthily, and has it’s covert DC declared within parentheses. All creature with an Awareness less than the Covert DC of a weapon is unable to identify the covert weapon as a weapon, believing it is a non-dangerous item (or unable to even see it), unless it is in use or the creature has prior knowledge of the weapon.
Critical. Your critical threshold is reduced by 1 when making an attack roll with this weapon.
Defective. When you roll a 1, 2 or 3 on an attack roll with a defective weapon, the weapon breaks.
Defend. When you are holding this weapon, you gain a +1 bonus to your melee AC. You can only receive this bonus from one weapon with defend.
Expendable. This weapon is expendable, after making an attack roll with this weapon, it breaks beyond repair. An expendable weapon is made to repel any biological or physical imprints, making it impossible to know who was holding or used the weapon.
Fleshrend. This weapon deals double damage to unarmored creatures that have no forcefield or natural armor.
Guided. This weapon ignores half and three-quarters cover when making a ranged attack roll. In addition, if you have vision of a creature around anobstacle through a bug or other means, you are able to target them with ranged attack rolls using weapon.
Integrate. This weapon is able to be integrated into your armor or even your body. Integrating and deintegrating a weapon requires an action. Integrated weapons state the type of integration within parentheses:
- H. Heavy integration
- N. Normal integration
- S. Small Integration
When a weapon is integrated the following effects occur:
- Integrated weapons can not be disarmed, and must be de-integrated to be taken off.
- Integrated weapons with the overheat property have their overheat reduced by 1.
- Integrated weapons do not require any hands to hold.
- Integrated weapons require one less hand to attack with.
- You are able to replace a magazine or battery into an integrated weapon as a bonus action.
- All integrated melee weapons gain the thrown property ( 30 / 60 ft. ). If the weapon already has the thrown property, the range is doubled.
- If you move within 5 feet of a integrated melee weapon you have thrown, the weapon is automatically recovered and placed back into its integration slot.
Invisible. This weapon is invisible. Any creature that is able to make physical contact with you is able to locate and find this weapon unless it also has a covert value. This weapon can be ordered to become visible or back to invisible with the press of a button on the weapon.
Knock-back. Whenever a creature takes damage from a knock-back weapon, the creature is pushed 5 feet away from the attacker.
Loud. A loud weapon being used can be heard up to 1000 feet away. This noise distance can be reduced or increased by walls, buildings, or other obstacles.
Non-Lethal. A non-lethal weapon deals non-lethal damage.
Overheat. When you finish an attack action with a weapon that has overheat, the weapons gains levels of overheat equal to the number declared within the parentheses. As well, whenever you take an attack action with a weapon that have any levels of overheat, roll 1d10. If you roll on or below the current overheat level of the weapon, the weapon breaks after the damage roll. All weapons you have lose 1 level of overheat at the start of your turn.
Oversized. If a weapon has the oversized property, it is an unstable and difficult to control weapon. You must use an action to prepare an oversized weapon before you can make any attack rolls with it. Once prepared, the weapon becomes stationary and can not be moved from its position until an action is used to remove it from its place.
Silent. A silent weapon being used can be heard within 20 feet. If the area around you is filled with louder noises than this weapon, the sound of this weapon is masked and only identifiable by those with an Awareness of 15 or higher.
Sonic. This weapon is able to break through forcefields effortlessly. Attack rolls by sonic weapons ignore the targets forcefield.
Special. This weapon has a special property. The effect will be stated inline within the weapons table.
Stream. When you attack with a stream weapon, you make a single attack roll and apply it against all creatures within the area of effect. You can not become disadvantaged or advantaged on any attack rolls with a stream weapon.
Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. The range is declared in parentheses.