Unarmed Attack
All unarmed attacks are both Non-lethal and Subtle.
| Attack | Damage | Handedness |
| Punch | Strength | One-handed |
| Kick | 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 |
| Staff | +0 | Two-handed | +1 Block, Non-lethal, Blunt |
| Club | +1 | One-handed | Non-lethal, Blunt |
| Jitte | +1 | One-handed | +2 to Disarm attempts |
| Knife | +1 | One-handed | Subtle, Blade |
| 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 |
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 |
| Shield | 0 | One-handed | +1 Dodge and Block |
| Tower Shield | 0 | One-handed | +2 Dodge and Block, Minimum Strength 4, -1 Athletics |
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.
Racial Firearms
These weapons require military training. They are unusual to see in the hands of someone not of the appropriate race, but are by no means restricted purely on a racial basis. They are made to play to the race's strengths and to be effective against their main enemies, which are usually other members of their race.
Chain Ripper: This Rynog weapon is a chainsaw crossed with a machine gun. To use it requires Strength 6. It does not require Firearms Training, just a lot of muscle.
| Race | Name | Damage | Handedness | Special Rules |
| Rynog | Chain Ripper(melee) | +12 | Two-handed | Blade |
| Rynog | Chain Ripper(ranged) | 8 | Two-handed | Three Shots |
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 |
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 | Area |
| High Explosive Grenade | 12 | Two-handed | 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.
Racial Military Firearms
These weapons require military training. They are unusual to see in the hands of someone not of the appropriate race, but are by no means restricted purely on a racial basis. They are made to play to the race's strengths and to be effective against their main enemies, which are usually other members of their race.
| Race | Weapon | Damage | Handedness | Special Rules |
| An'Tak | Boneshatter Gun | 20 | Two-Handed | Half Soak, Minimum Strength 5 |
| An'Tak | Beastslayer Gun | 24 | Two-Handed | Doubles Soak, Minimum Strength 5 |
| Phantom | Longrifle | 16 | Two-Handed | Long Range |
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 | Splash Damage, Long Range |
| Rocket Launcher (Frag shell) | 12 | 3 | 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 | 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 | Splash Damage, Long Range |
| Tank Cannon (Frag shell) | 18 | 9 | 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.





