Electrostunner. An electrostunner looks like a large pistol. It is a short-range weapon. It fires an arc of electrons that looks like a lightning flash. It is commonly called a zapgun because of the noise it makes when fired. An electrostunner has two settings, stun and blast. A blast causes 4d10 pnints of damage. A stun can knock a creature unconscious for d100 turns. Anyone hit by a stun beam can resist the stun by rolling a number less than or equal to its current Stamina. A zapgun uses two SEU per shot. It holds a 20 SEU clip, but can also be connected to a beltpack or powerpack with a 1.5 meter powercord. A gauss screen will block the electrostunner's beam. An anti-shock implant will nullify a stun but not a blast.
Laser Pistol. A laser pistol is a large handgun. It fires a pulse of bright light. Laser pistols are commonly called blasters. A laser pistol has a dial that can be set from 1 to 10 to control how many SEU are fired by each shot. Each SEU fired causes 1d10 points of damage. For example, when the dial is set at 3, the shot uses 3 SEU and causes 3d10 points of damage. Players must tell the referee what setting they are using before rolling the dice to see if the shot hits. Laser pistols use 20 SEU clips but can be attached to beltpacks or powerpacks. An albedo suit or screen halves the damage from lasers.
Laser Rifle. A laser rifle is a rifle-sized version of a laser pistol. It has a longer range and the SEU dial can be set from 1 to 20 instead of 1 to 10.
Sonic Disruptor. A sonic disruptor is a type of rifle. It is commonly called a disruptor. A sonic disruptor generates a focused sound beam. The damage it causes depends on the range. At closer ranges, it causes more damage. It causes 6d10 at point blank range, 4d10 at short range, 2d10 at medium range, and 1d10 at long range. It has no extreme range. It uses a 20 SEU clip but can also be attached to a beltpack or powerpack. A disruptor uses 4 SEU per shot. Only a sonic screen can stop its deadly beam.
Sonic Stunner. A sonic stunner is a type of pistol. It is commonly called a stunner. It will stun a victim for d100 turns. The victim can avoid the effect of the hit by rolling his current Stamina or lower. One shot uses two SEU. It uses a 20 SEU clip, but can be attached to a beltpack or a powerpack. A target with an anti-shock implant can not be stunned. Otherwise, only a sonic screen can stop the stunner's sound beam.
Heavy Laser. A heavy laser is about the size of a machine gun. It must be mounted on a tripod or a swival mount to be fired. It has longer range than a laser rifle, and a minimum SEU setting of 5. Otherwise it operates the same as the laser rifle.
Sonic Devastator. A sonic devastator is a heavy weapon that must be mounted on a tripod or a swival mount to be fired. Except for its greater range and damage, the sonic devastor operates just like the sonic disruptor.
Automatic Pistol. An automatic pistol is a refined version of the submachine gun. It looks like a heavy pistol, with a folding metal wire stock. The gun can be fired like a pistol when the stock is folded, or fired from the shoulder when the stock is extended. An automatic pistol can be set to fire single shots or bursts. Up to three single shots or one burst can be fired in a turn. A single shot causes 1d10 points of damage. A burst fires 10 bullets, and has a +20 modifier to hit. It can be aimed at up to five adjacent targets in a 10-meter wide area. A burst causes 5d10 points of damage, plus 1d10 for every additional target after the first. Only one roll is needed to hit all the targets, but any negative modifiers that could apply to one target apply to the entire group. For example, if one target has soft cover, all of them are considered to have soft cover. The damage from a burst is divided as evenly as possible between all the targets. Skeinsuits and inertia screens reduce bullet damage by half. If a skeinsuit and an inertia screen are used together, damage is reduced to one-fourth the amount rolled.
Automatic Rifle. An automatic rifle is similar to the automatic rifles being used today. It is basically a heavier, longer version of the automatic pistol. It can fire up to three single shots or one burst.
Needler Pistol. A needler pistol is a handgun that uses an upright disc c!ip. It makes only a very soft, coughing noise when it is fired. Needler pistols magnetically propel a cluster of needles at high speed. Two types of needles can be used: barbed needles that cause 2d10 points of damage per shot, and anesthetic needles that cause only 1d10 points of damage but can put the victim to sleep for d100 turns. An individual can resist the anesthetic by passing a current Stamina check. Needles will not penetrate skeinsuits or inertia screens. Neither the suit, screen, or individual is damaged.
Needler Rifle. A needler rifle is a rifle-sized version of a needler pistol. It has a longer range than a needler pistol and its barbed ammunition does more damage (the longer barrel gives the needles more velocity).
Machine Gun. A machine gun is a fully automatic heavyweapon that must be mounted on a tripod or a swival mount to fire. A burst fires 20 bullets. Except for its greater damage and range, it operates just like an automatic pistol.
Recoilless Rifle. A recoilless rifle is a heavy weapon that must be mounted on a tripod or a swival mount to fire. It fires an exploding shell that causes 12d10 points of damage if it hits. Only one shell can be fired per turn, and loading another shell takes one turn. Inertia screens and skeinsuits halve the damage.
Gyrojet Pistol. A gyrojet pistol is a large handgun. It shoots miniature, self-propelled rockets that cause 2d10 points of damage when they explode. A gyrojet pistol is not effective at very short range, because the rocket is still accelerating. Thus the short range modifier is used even at point blank range. Skeinsuits and inertia screens absorb half the damage from a gyrojet rocket.
Gyrojet Rifle. A gyrojet rifle is a rifle-sized version of a gyrojet pistol. It has a longer range and causes 3d10 points of damage per shot.
Grenade Rifle. A grenade rifle resembles a shotgun. It fires hand grenades that are fitted into special grenade bullets. Any type of grenade can be used. It can fire one shot per turn, and then must be reloaded, which also takes one turn. If a shot misses, the grenade does not scatter. Depending on what type of grenade is being used, all the usual grenade saving throws apply.
Grenade Mortar. A grenade mortar is a hollow tube that is attached at an angle to a large base plate.lt can fire any type of grenade, usinga special shell called a grenade shell. It operates like a grenade rifle, except for the greater range. Because it lobs grenades in a high arc, it has a minimum range of 10 meters.
Rocket Launcher. A rocket launcher is a long, hollow tube that is fired while resting across the firer's shoulder. It fires a large, long-range rocket. It must be reloaded after every shot, and reloading takes one turn.
Grenades can be thrown or fired from a grenade rifle or mortar. Characters can avoid or resist the effect of a grenade by passing an ability check that applies to the grenade. Grenades can be set to explode in two ways:on impact or with a timer that is adjustable for 1 to 10 turns. All grenades have a blast radius of 3 meters. Any character or creature within 3 m of a grenade when it goes off can be affected.
Doze Grenades. A doze grenade releases a cloud of fast-acting knockout gas. All creatures within the blast radius will fall asleep for d100 turns unless they pass a current Stamina check. A shot of stimdose will revive a sleeping individual immediately. The doze gas is effective only on the turn that the grenade goes off.
Fragmentation Grenade. When a fragmentation grenade explodes it thows hundreds of small, sharp pieces of metal in all directions. Fragmentation grenades are commonly called frag grenades. Any creature or character in the blast radius suffers 8d10 points of damage. This damage is cut in half if the individual passes a Reaction Speed check. Inertia screens and skeinsuits also reduce damage by half. All of these modifiers are cumulative.
Incendiary Grenade. An exploding incendiary grenade scatters sticky, flaming liquid across everything in the blast radius. Incendiary grenades are commonly called fire grenades. A fire grenade causes 4d10 points of damage on the turn it explodes. The burning liquid sticks to the victim, causing an additional 1d10 points of damage on the second, third and fourth turns after the explosion. A character that passes a Reaction Speed check takes only half damage. Anyone in a spacesuit takes no damage from an incendiary grenade.
Poison Grenade. A poison grenade releases a cloud of poisonous gas. Anyone in the blast radius will be poisoned by the gas. The gas is effective only on the turn the grenade explodes. The gas acts as an S5/T10 poison. A character who passes a current Stamina checkwill not be affected, nor will anyone in a gas mask. A shot of antitox will neutralize the poison so that no further damage is taken.
Smoke Grenade. A smoke grenade produces a thick cloud of smoke that both blocks vision and acts like tear gas. Smoke grenades are available in colors so they can be used as signals. Anyone in the blast radius on the turn the grenade explodes must make a current Stamina check. If the character fails the check he has a -10 modifier on all ability checks for 1d10 turns, due to coughing and blurred vision. The smoke will continue to spread 3 meters/turn for five turns, when it will cover an area 30 meters in diameter. The smoke cloud gives soft cover to anyone behind it or inside it. The smoke screen will last for 10 minutes.
Tangler Grenade. An exploding tangler grenade throws out hundreds of strong, sticky polymer threads. These threads stick to everything within the blast radius. An entangled individual can not move until the threads decay (in 30 minutes) or until solvaway is spread over the threads. Any creature with more than 100 stamina points can break out of tangler threads in one turn.
Bow. For simplicity, all bows (crossbows, longbows, composite bows, etc.) are handled the same. An arrow causes 1d10 points of damage. Readying another arrow takes one full turn. Inertia screens and skeinsuits halve the damage from an arrow.
Musket. Muskets include all muzzle-loading firearms, such as arquebuses, blunderbusses, and flintlock rifles. Muskets use black gunpowder and lead bullets (powder and shot). Loading a musket takes two turns, so a musket can be fired only once every three turns.
Axe. An axe is actually a tool, but it can be used as either a thrown or melee weapon. If used as a thrown weapon, all the usual ranged weapon modifiers apply. Inertia screens and skeinsuits will halve the damage from an axe.
Brass Knuckles. Besides actual brass knuckles, this category includes any improvised weapon that increases the damage caused by someone's fist. Examples are rocks, coin rolls, sword or dagger handles, etc. Inertia screens and skeinsuits halve the damage from brass knuckles.
Chain/Whip. Besides chains and whips, this category includes any flexible weapon, such as flails, nunchuks, weighted ropes, etc. Inertia screens and skeinsuits absorb half the damage caused by these types of weapons.
Club. Any blunt weapon used like a club is considered a club. This includes chair legs, metal pipes and bottles. Inertia screens and skeinsuits reduce club damage by half.
Electric Sword. This is a light-weight metal rod that contains a battery in the handle. It delivers an electrical shock when it strikes someone. It can be set to shock or stun. When set on stun, a successful hit causes no damage but can stun the victim for d100 turns. The victim can resist the stun by making a successful current Stamina check. An electric sword can be hooked into a beltpack or powerpack with a power cable. A successful hit by an electric sword uses 2 SEU. Individuals wearing gauss screens or with anti-shock implants are not affected by electric swords.
Knife. This category covers any knife that is big enough to fight with. If thrown, the usual ranged combat modifiers apply. Inertia screens and skeinsuits will absorb half of the damage caused by a knife.
Nightstick. A nightstick is a weighted plastic club. This category also includes improvised weapons that are more effective than simple clubs, like chairs, baseball bats and quarterstaffs. Inertia screens and skeinsuits halve the damage from a nightstick.
Polearm. A polearm consists of a long pole with a heavy blade at one end. Typical polearms are halberds, partisans, naginatas and glaives. Inertia screens and skeinsuits halve the damage from a polearm.
Shock Gloves. Shock gloves are silvery gloves that deliver an electrical shock to anything they touch. They must be connected to a beltpack or powerpack to work. Shock gloves will not affect anyone protected by a gauss screen or an anti-shock implant. Shock gloves use 2 SEU each time they hit.
Sonic Knife. A sonic knife looks like a golden tube, 15 cm long and 4 cm in diameter. This tube is actually only the weapon's handle. When a small button on the side of the tube is pressed, a powerful "blade" of focused sound is created at one end of the tube. The sound blade is about 20 cm long, and is invisible. It emits a high-pitched whine, however. The blade is turned off when the button is released. The knife is powered by a 20 SEU clip, but can be hooked into a beltpack or power pack. A sonic knife uses 1 SEU when it hits. Anyone wearing a sonic screen can not be injured by a sonic knife. Unlike a regular knife, a sonic knife cannot be thrown.
Sonic Sword. A sonic sword looks like a sonic knife, but the blade is 1 m long when it is turned on. A sonic sword causes 5d10 damage and uses 2 SEU when it hits.
Spear. Any pole with a knife-like blade on the end is a spear. Bayonets and pikes are included in this category. Inertia screens and skeinsuits halve the damage from a spear.
Stunstick. A stunstick is a copper-colored tube 30 cm long and 3 cm in diameter, with an insulated grip. It has two settings: shock and stun. When set on shock, a successful hit causes 3d10 points of damage. When set on stun, a successful hit will stun the victim for d100 turns. A character can resist the stun by making a successful check against his current Stamina. A successful hit uses 2 SEU. A 20 SEU clip can be fitted into the handle, or the weapon can be connected to a beltpack or powerpack. A character with an anti-shock implant is immune to the stun setting.
Sword. Any long-bladed, hand-held weapon is a sword. Examples are broadswords, machetes or rapiers. Inertia screens and skeinsuits reduce the damage from a sword by half.
Vibroknife. A vibroknife has a 20 cm saw-toothed blade. When it is turned on, the blade vibrates at high speed. It uses 1 SEU with each successful hit. A 20 SEU clip can be plugged into the handle, or the weapon can be connected to beltpack or powerpack. Inertia screens and skeinsuits halve vibroknife damage.