Weapons and Armor
These are representative examples, not an exhaustive armory. GMs and players are encouraged to create custom weapons and armor using these as a baseline.
Melee Weapons
Melee weapon damage = Strength + weapon damage rating unless a quality modifies this.
| Weapon | Damage | Range | Qualities |
|---|---|---|---|
| Unarmed Strike | +0 | Point Blank | — |
| Knife / Dagger | 2 | Point Blank | Light, Hidden |
| Blade / Sword | +1 | Point Blank | — |
| Cutlass | +1 | Point Blank | Versatile |
| Rapier | +1 | Point Blank | Finesse |
| Heavy Blade | +2 | Point Blank | — |
| Bludgeon | +1 | Point Blank | — |
| Stun Baton | 2 | Point Blank | Stun, Light |
| Polearm / Staff | +1 | Close (min. Point Blank) | — |
Ranged Weapons
| Weapon | Damage | Optimal Range | Qualities |
|---|---|---|---|
| Slug Thrower (Handgun) | 3 | Close–Short | — |
| Slug Thrower (Rifle) | 4 | Close–Medium | — |
| Slug Thrower (Shotgun) | 4 | Point Blank–Close | Inaccurate |
| CRG Handgun | 3 | Close–Short | Piercing 1 |
| CRG Rifle | 4 | Close–Medium | Piercing 1 |
| CRG Sniper Rifle | 5 | Short–Long | Piercing 2, Cumbersome |
| PEP Handgun | 2 | Close–Short | Dual-Mode |
| PEP Rifle | 3 | Close–Medium | Dual-Mode |
| Coaxial Plasma Handgun | 4 | Close–Short | — |
| Coaxial Plasma Rifle | 6 | Close–Medium | Piercing 1, Cumbersome |
Weapon Qualities
- Accurate (ranged) — when aiming, this weapon reduces Risk by an additional 1 (total -2 Risk with aim). Rewards patience and precision.
- Cumbersome (any) — requires a Minor Action to prepare before attacking. Cannot be used unprepared.
- Dual-Mode (ranged) — the weapon can switch between lethal and stun modes. Switching modes is free. In lethal mode, the weapon functions normally. In stun mode, the weapon follows stun rules.
- Finesse (melee) — this melee weapon adds Agility to damage instead of Strength.
- Focus Tuned (melee) — this weapon is attuned to the wielder's willpower. It adds Will to damage instead of Strength.
- Hidden (any) — can be concealed on the body. Detecting it requires a check.
- Inaccurate (ranged) — does not benefit from aiming. The weapon is too imprecise for careful aim to matter.
- Light (melee) — this melee weapon does not add Strength (or Agility) to damage. Its damage rating is its total damage.
- Piercing X (any) — a successful hit ignores X points of the target's Soak.
- Stun (any) — the weapon always deals stun damage. Stun damage ignores Soak: armor and cover do not reduce it. A target who reaches Staggered from stun damage is knocked unconscious rather than taking a Wound. An unconscious character is out of the scene and can be brought back by an ally spending 1 Momentum while at Point Blank or Close range. The character returns at Winded on the Condition Track.
- Versatile (melee) — the wielder may add either Strength or Agility to damage, chosen at the time of the attack.
- Vicious (any) — on a Critical Success, the weapon moves the target 1 additional step on the Condition Track beyond the normal damage. This stacks with the Critical Success rule of ignoring Soak.
Sample Armor
| Armor | Soak | Qualities |
|---|---|---|
| No armor | 0 | — |
| EVA Suit | 1 | Sealed |
| Armored Clothing | 1 | Subtle |
| Body Armor | 2 | — |
| Power Armor | 3 | Sealed, Powered 2, Hardened 1, Bulky |
| Active Armor | 1 | Hardened 1 |
Fighting Power ArmorMechanic
At Soak 3, most standard weapons cannot hurt a Power Armor wearer without a Critical Success or the Piercing quality. This is intentional. Power armor is restricted military hardware and encountering it should change the tactical calculus of the fight. Find a Piercing weapon, aim for weak points, or run.
Armor Qualities
- Bulky (armor) — restricts mobility. Adds +1 Risk to Agility-based checks.
- Hardened X (armor) — reduces the effectiveness of Piercing by X. Piercing 2 against Hardened 1 acts as Piercing 1. Additionally, Hardened acts as Soak against stun damage, which normally ignores Soak.
- Powered X (armor) — enhances the wearer's physical output. Adds X to the wearer's Strength.
- Sealed (armor) — provides environmental protection. Vacuum, toxic atmosphere, underwater.
- Subtle (armor) — does not look like armor. Can be worn in social situations without signaling you are expecting trouble.