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.

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

Ranged Weapons

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

ArmorSoakQualities
No armor0
EVA Suit1Sealed
Armored Clothing1Subtle
Body Armor2
Power Armor3Sealed, Powered 2, Hardened 1, Bulky
Active Armor1Hardened 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.
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