Weapons

Unarmed Attack

All unarmed attacks are both Non-lethal and Subtle. A Heavy unarmed attack might be a hefty kick, an head-butt or a single punch with the character's full strength behind it. Similarly a Light unarmed attack might be a punch, a quick kick or an elbow to the face. You might want to decide what your character's fighting style is and define their default light and heavy attacks on the character sheet, but don't let that stop you if you want to do something different in the heat of the moment.

Attack Damage Handedness
Light Attack Strength One-handed
Heavy Attack Strength x2 Two-handed

Melee Weapons

One-handed Melee weapons add the wielder's Strength score to their Damage. Two-handed Melee weapons add twice the wielder's Strength score to their Damage.

Weapon Damage Handedness Special Rules
Shield -21 One-handed +1 Block and Dodge, Blunt
Club +1 One-handed Non-lethal, Blunt
Jitte +1 One-handed +2 to Disarm attempts
Knife +1 One-handed Subtle, Blade
Staff +1 Two-handed +1 Block, Non-lethal, Blunt
Polearm +2 Two-handed +1 Block, Piercing
Javelin +2 One-handed Piercing
Sword +2 One-handed Blade
Mace +2 One-handed Blunt
Massive Stick +3 Two-handed Blunt, Non-lethal
Battle Axe +4 One-handed -1 Block, Blade
War Hammer +4 One-handed -1 Block, Blunt
Greatsword +4 Two-handed Blade
Flail +6 One-handed -2 Block, Blunt
Greataxe +6 Two-handed -1 Block, Blade
Maul +6 Two-handed -1 Block, Blunt
Chainsaw +8 Two-handed -1 Block, -1 Melee, Blade

1 Minimum 0 Damage.

Other Melee Related Items

Net - A simple string net with weights at the corners. Anyone hit by a net cannot move until they unentangle themselves (Difficulty 3 athletics) or cut their way out (Difficulty 4 melee, requires a blade).

Weapon Damage Handedness Special Rules
Pepper Spray1 0 One-handed Blinds
Taser1 0 Two-handed Stuns
Net 0 One-handed Net rules
Smoke Pellet 0 One-Handed Removes penalties for trying to hide in combat or while observed

Firearms

Weapon Damage Handedness Special Rules
Light Handgun 6 Two-handed1 Quick Draw, Subtle
Handgun 7 Two-handed1 Quick Draw
Sawn-Off Shotgun (slugs) 8 Two-handed1 Quick Draw, Short Range, -1 to hit
Sawn-Off Shotgun (buckshot) 12 Two-handed1 Quick Draw, Short Range, Triples Enemy Soak, -1 to hit
Handcannon 9 Two-handed1 Minimum Strength 3, Quick Draw
Bolt-Action Rifle 8 Two-handed Long Range
Shotgun (slugs) 8 Two-handed Short Range
Shotgun (buckshot) 12 Two-handed Short Range, Triples Enemy Soak

Silencer: A weapon fitted with a silencer does one less Damage, but is much quieter when fired.

1Character with Firearms Training treat Light Handguns, Handguns and Sawn-Off Shotguns as One-handed. They may also wield Handcannons one-handed, but the Minimum Strength required is increased to 4.

Bows

Bows add twice the user's Strength to their Damage.

Weapon Damage Handedness Special Rules
Short Bow +4 Two-handed Piercing
Long Bow +4 Two-handed Piercing, Long Range

Crossbows

Crossbows must be reloaded, which takes a combat action, after each shot. Repeater crossbows do not suffer this problem.

Weapon Damage Handedness Special Rules
Crossbow 10 Two-handed Piercing
Repeater Crossbow 8 Two Handed Piercing
Hand Crossbow 5 One-handed Piercing

Thrown Weapons

Thrown Weapons add the thrower's Strength to their Damage

Weapon Damage Handedness Special Rules
Throwing Knife +1 One-handed Blade, Subtle
Throwing Axe +2 One-handed Blade
Javelin +2 One-handed Piercing
Thrown Shield +2 One-handed Blunt

Military Firearms

These weapons may only be used by character with the Firearms Training Advantage. Other characters using them suffer a -4 to hit penalty.

Weapon Damage Handedness Special Rules
SMG 7 Two-handed Two shots, Quick Draw
Assault Rifle 8 Two-handed Two shots, Minimum Strength 2
Automatic Shotgun (slugs) 8 Two-handed Two shots, Short Range, Minimum Strength 2
Automatic Shotgun (buckshot) 12 Two-handed Two shots, Short Range, Triples Enemy Soak, Minimum Strength 2
Sniper Rifle 12 Two-handed Long Range, +2 to hit, Minimum Strength 2
Grenade Launcher As Grenade Two-handed As Grenade, Minimum Strength 2
Battle Rifle 9 Two-handed Two shots, Minimum Strength 3
Dual SMGs 7 Two-handed Three Shots, Quick Draw, Minimum Strength 5
Grenades - - -
Flashbang 0 Two-handed Area, Stuns(Difficulty 5 Perception check to ignore)
Frag Grenade 8 Two-handed Explosive, Area
High Explosive Grenade 12 Two-handed Explosive, Splash Damage
Smoke Grenade 0 Two-handed Fills 10 foot radius with smoke

Advanced Sights: May be added to an Assault Rifle, Automatic Shotgun, Grenade Launcher or Battle Rifle. It grants a +1 bonus to hit and increases Minimum Strength requirement by 1.

Underslung Weapon: May be added to an Assault Rifle, Automatic Shotgun or Battle Rifle. Chose either a grenade launcher or an automatic shotgun to be the underslung weapon. The wielder can switch between shooting the primary and the secondary weapon from round to round without having to draw and holster weapons. Having an underslung weapon increases the Minimum Strength requirement by 1.

Heavy Weapons

These weapons may only be used by characters with the Firearms Training Advantage and the minimum Strength requirement. Characters firing a Heavy Weapon suffer a -2 penalty to Block and Dodge until their next turn. All Heavy Weapons are two-handed.

Weapon Damage Minimum Strength Special Rules
Anti-Material Rifle 16 1 Long Range, +2 to hit
Light Machine Gun 8 3 3 shots
Flame-Thrower 8 3 Area, Short-Range, Fire, Burning
Rocket Launcher 20 3 Explosive, Splash Damage, Long Range
Rocket Launcher (Frag shell) 12 3 Explosive, Area, Long Range
Mortar 8 4 Large Area, Indirect Fire
Medium Machine Gun 9 5 3 shots
Bofors Gun 24 5 Splash Damage, Long Range
Heavy Machine Gun 10 6 3 shots
Automatic Grenade Launcher 8 7 Explosive, Area, 2 shots
Minigun 8 7 4 shots
Autocannon 12 9 3 shots
Tank Cannon (KEP) 36 9 Long Range
Tank Cannon (AT-shell) 32 9 Explosive, Splash Damage, Long Range
Tank Cannon (Frag shell) 18 9 Explosive, Area, Long Range

Special Rules

Area: This weapon affects all characters in a 3 metre radius.
Blinds: TBD
Burning: This weapon sets its targets on fire. They take Damage from it each turn until they put themselves out, normally by spending an action going to ground, though other methods might work, such as jumping through a water fall or smashing open a fire hydrant.
Indirect Fire: This weapon can be fired at targets the shooter cannot see.
Large Area: This weapon affects all characters in a 5 metre radius.
Long-Range: This weapon cannot be used at short range, but does not suffer range penalties at long range
Multiple shots: The weapon can be used to attack more than once.
Non-lethal: The weapon can be used to render people unconscious without risking them permanent injury. You can still beat somebody to death with it if you want.
Quick Draw: The weapon can be drawn as a free action.
Short-Range: This weapon gains a +1 bonus to hit when used at short range, but cannot be fired at long range.
Splash Damage: Anyone within 5 feet of the target must make a difficulty 3 Dodge test or take half damage.
Stuns: TBD
Subtle: This weapon can be easily concealed about one's person.