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.

WeaponDamageRangeQualities
Blade / Sword+1Point Blank
Bludgeon+1Point Blank
Cutlass+1Point BlankVersatile
Heavy Blade+2Point Blank
Knife / Dagger2Point BlankLight, Hidden
Polearm / Staff+1Close (min. Point Blank)
Rapier+1Point BlankFinesse
Stun Baton2Point BlankStun, Light
Unarmed Strike+0Point Blank

Ranged Weapons

WeaponDamageOptimal RangeQualities
Coaxial Plasma Handgun4Close–Short
Coaxial Plasma Rifle6Close–MediumPiercing 1, Cumbersome
CRG Handgun3Close–ShortPiercing 1
CRG Rifle4Close–MediumPiercing 1
CRG Sniper Rifle5Short–LongPiercing 2, Cumbersome
PEP Handgun2Close–ShortDual-Mode
PEP Rifle3Close–MediumDual-Mode
Slug Thrower (Handgun)3Close–Short
Slug Thrower (Rifle)4Close–Medium
Slug Thrower (Shotgun)4Point Blank–CloseInaccurate

Weapon Qualities

  • Accurate (ranged) — When aiming, this weapon reduces Risk by an additional 1, for a total of -2 Risk with aim.
  • Automatic (ranged) — This weapon lays down volume fire. On a Failure, it still deals half its damage rating (rounded down; Soak applies as normal) — the spray connects even when an aimed shot would not. A Critical Failure deals no damage. Automatic weapons cannot benefit from aiming.
  • Cumbersome (any) — Requires a Minor Action to prepare before attacking and cannot be used unprepared.
  • Dual-Mode (ranged) — The weapon can switch between lethal and stun modes for free. In lethal mode it functions normally. In stun mode it 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 and adds Will to damage instead of Strength.
  • Heavy (any) — This weapon is built for stopping power over portability. It can damage vehicles, drones, and fortified structures that personal weapons cannot scratch. While you wield it, Agility-based checks suffer +1 Risk.
  • Hidden (any) — Can be concealed on the body and requires a check to detect.
  • Inaccurate (ranged) — Does not benefit from aiming because 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.
  • Natural (any) — This weapon is part of the wielder's body and cannot be disarmed except by effects severe enough to maim, mutilate, or otherwise permanently alter the wielder.
  • Piercing (any) — A successful hit ignores X points of the target's Soak, where X is the quality rating.
  • Stun (any) — The weapon always deals stun damage. Stun ignores Soak. A target who reaches Staggered from stun is knocked unconscious instead of taking a Wound, and can be revived by an ally spending 1 Momentum at Point Blank or Close range, returning at Winded.
  • 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 normal damage.

Sample Armor

ArmorSoakQualities
No armor0
Active Armor1Hardened 1
Armored Clothing1Subtle
EVA Suit1Sealed
Body Armor2
Power Armor3Sealed, Powered 2, Hardened 1, Bulky
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 and adds +1 Risk to Agility-based checks.
  • Hardened (armor) — Reduces the effectiveness of Piercing by its rating. Hardened also acts as Soak against stun damage, which normally ignores Soak.
  • Powered (armor) — Enhances the wearer's physical output and adds its rating to the wearer's Strength.
  • Sealed (armor) — Provides environmental protection against vacuum, toxic atmosphere, and underwater exposure.
  • Subtle (armor) — Does not look like armor and can be worn socially without signaling that you are expecting trouble.