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 |
|---|---|---|---|
| Blade / Sword | +1 | Point Blank | — |
| Bludgeon | +1 | Point Blank | — |
| Cutlass | +1 | Point Blank | Versatile |
| Heavy Blade | +2 | Point Blank | — |
| Knife / Dagger | 2 | Point Blank | Light, Hidden |
| Polearm / Staff | +1 | Close (min. Point Blank) | — |
| Rapier | +1 | Point Blank | Finesse |
| Stun Baton | 2 | Point Blank | Stun, Light |
| Unarmed Strike | +0 | Point Blank | — |
Ranged Weapons
| Weapon | Damage | Optimal Range | Qualities |
|---|---|---|---|
| Coaxial Plasma Handgun | 4 | Close–Short | — |
| Coaxial Plasma Rifle | 6 | Close–Medium | Piercing 1, Cumbersome |
| 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 |
| Slug Thrower (Handgun) | 3 | Close–Short | — |
| Slug Thrower (Rifle) | 4 | Close–Medium | — |
| Slug Thrower (Shotgun) | 4 | Point Blank–Close | Inaccurate |
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
| Armor | Soak | Qualities |
|---|---|---|
| No armor | 0 | — |
| Active Armor | 1 | Hardened 1 |
| Armored Clothing | 1 | Subtle |
| EVA Suit | 1 | Sealed |
| Body Armor | 2 | — |
| Power Armor | 3 | Sealed, 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.