Weapons
Contents
Overview
Weapons are broken down into various subtypes based on their primary mode of action. Melee weapons require the character to be in melee range (within a couple meters) to be used whereas ranged weapons can function out to their effect ranges. Ranged weapons are further broken down into sub-types as well and categorizes roughly by technology level and form factor. The first republic saw the pinnacle of the industrial war machine and while the second republic did see further advances they were not on the scale the denizens of the 25th century were accustomed to. Slug guns and swords are still the most common weapons amongst those that can afford them.
Melee Weapons
Melee weapons are simpler and less complicated than their ranged counterparts. Cheap and brutally effective when in range, the majority of the 50th centuries armies are equipped with metal melee weapons and little else.
Key
- Tech Level: The basic level of technology required to produce these weapons en-mass. One lower allows modification and repair without penalty.
- Cost: The average cost to purchase the weapon. YMMV
- Size: Sizes range from eXtra Small (fits in the palm of your hand) to eXtra Large (2 meters or larger). Weight is a factor in size as well. XL weapons cannot be wielded in a single hand. The size of a weapon will determine base encumbrance.
- Damage: Damage is usually split up into two dice pools that can be read as (number of dice) that produce (amount of damage). So '3x3' means roll 3 dice that each produce 3 damage on a success. More information about damage dice can be found in Dramatic Scenes
- Damage TN: The base target number for each damage dice rolled. Almost nothing affects this.
- Speed: For melee weapons speed is broken down into (base speed) + (backswing speed). Various game factors can effect or use either value but in the end the total ticks for an attack with the listed weapon is generally the combined value.
- Special: Any special effects for the given weapon.
Weapon | Tech Level | Cost | Size | Damage | Damage TN | Speed | Special |
---|---|---|---|---|---|---|---|
Knife (tool) | 2 | 1 | S | 4x1/1x3 | 5 | 6 (5 + 1) | Found in the kitchen |
Combat Knife | 4 | 5 | S | 5x1/1x3 | 6 | 6 (5 + 1) | |
Short Sword/Machete | 2 | 8 | M | 6x1/2x3 | 6 | 8 (6 + 2) | |
Long/Broad Sword/Scimitar | 2 | 15 | L | 7x1/3x3 | 6 | 10 (7 + 3) | |
Flamberge/Claymore | 2 | 30 | XL | 8x1/4x3 | 6 | 12 (8 + 4) | |
Hatchet | 2 | 5 | S | 1x1/5x3 | 5 | 8 (6 + 2) | |
Small Axe | 2 | 8 | M | 2x1/6x3 | 5 | 10 (7 + 3) | |
Battle Axe | 2 | 15 | L | 3x1/7x3 | 5 | 12 (8 + 4) | |
War Axe | 2 | 30 | XL | 4x1/8x3 | 5 | 14 (9 + 5) | |
Blackjack | 1 | 5 | S | 6x1/2x3 | 7 | 6 (5 + 1) | Stun damage |
Cudgel | 1 | 8 | M | 6x1/2x3 | 7 | 10 (7 + 3) | |
Mace | 2 | 15 | L | 7x1/3x3 | 7 | 12 (8 + 4) | |
War Maul | 2 | 30 | XL | 8x1/4x3 | 7 | 14 (10 + 5) | |
Jo Staff | 1 | 1 | L | 8x1 | 6 | 8 (6 + 2) | |
Bo/Quarterstaff | 1 | 2 | XL | 9x1/1x3 | 6 | 10 (7 + 3) | +1 Parry |
Spear | 2 | 3 | L | 6x1/2x3 | 6 | 9 (7 + 2) | +1 Stop Charge, -1 Parry |
Pike | 2 | 5 | XL | 9x1/3x3 | 6 | 11 (8 + 3) | +1 Reach, +2 Stop Charge, -2 Parry |
Halberd/Glaive | 2 | 10 | XL | 8x1/4x3 | 6 | 13 (9 + 4) | +1 Reach |
Primitive Ranged/Thrown Weapons
These weapons come from ancient history, which means they are prevalent within Fading Suns. They function exactly like any typical ranged weapon, only they're icky and usually silent. Who'd want that?
Primitive Ranged Weapons Key
- Tech Level: The basic level of technology required to produce these weapons en-mass. One lower allows modification and repair without penalty.
- Cost: The average cost to purchase the weapon. YMMV
- Size: Sizes range from eXtra Small (fits in the palm of your hand) to eXtra Large (2 meters or larger). Weight is a factor in size as well. XL weapons cannot be wielded in a single hand. The size of a weapon will determine base encumbrance.
- Damage: Damage is usually split up into two dice pools that can be read as (number of dice) that produce (amount of damage). So '3x3' means roll 3 dice that each produce 3 damage on a success. More information about damage dice can be found in Dramatic Scenes
- Damage TN: The base target number for each damage dice rolled.
- Speed: For ranged weapons speed is broken down into (action speed) + (recoil). Various game factors can effect or use either value but in the end the total ticks for an attack with the listed weapon is generally the combined value.
- Reload: The total amount of ticks it takes to reload the weapon. For thrown weapons this assumes the weapon is in some kind of easily accessible sheath/holster.
- Range: Range is broken down into four categories, with three listed in the chart : Short/Medium/Long (Extreme is 2x Long)
- Special: Any special effects for the given weapon.
Weapon | Tech Level | Cost | Size | Damage | Damage TN | Speed | Reload | Range | Special |
---|---|---|---|---|---|---|---|---|---|
Throwing Knife/Star/Spike | 2 | 1 wing | XS | 4x1/1x3 | 6 | 5 (5 + 0) | 2 | 4 / 6 / 7 | |
Throwing Axe | 2 | 1 wing | S | 1x1/4x3 | 5 | 7 (6 + 1) | 4 | 4 / 7 / 13 | |
Primitive Bow | 2 | 1 crest | L | 6x1/3x3 | 6 | 10 (8 + 2) | 8 | 30 / 60 / 90 | |
Long Bow | 3 | 10 | XL | 7x1/3x3 | 6 | 11 (8 + 3) | 8 | 50 / 100 / 150 | |
Tactical/Hunting Bow | 4 | 15 | L | 6x1/3x3 | 6 | 10 (8 + 2) | 7 | 40 / 80 / 120 | |
Hand Crossbow | 3 | 7 | S | 5x1/1x3 | 6 | 9 (7 + 2) | 9 | 15 / 30 / 45 | |
Hunting Crossbow | 3 | 10 | M | 6x1/2x3 | 6 | 10 (7 + 3) | 14 | 40 / 80 / 120 | |
Heavy Crossbow | 3 | 15 | L | 7x1/3x3 | 6 | 11 (7 + 4) | 20 | 60 / 120 / 180 | Ignores 1 point of Deflection |
Arbalest | 3 | 18 | XL | 8x1/4x3 | 6 | 12 (7 + 5) | 40 | 90 / 180 / 270 | Ignores 2 point of Deflection |
Handguns
Handguns refer to any weapon that can reasonably be wielded in a single hand by the majority of one or two handed human beings.
Modern Ranged Weapons Key
- Tech Level: The basic level of technology required to produce these weapons en-mass. One lower allows modification and repair without penalty.
- Cost: The average cost to purchase the weapon. YMMV
- Size: Sizes range from eXtra Small (fits in the palm of your hand) to eXtra Large (2 meters or larger). Weight is a factor in size as well. XL weapons cannot be wielded in a single hand. The size of a weapon will determine base encumbrance.
- Damage: Damage is usually split up into two dice pools that can be read as (number of dice) that produce (amount of damage). So '3x3' means roll 3 dice that each produce 3 damage on a success. More information about damage dice can be found in Dramatic Scenes
- Damage TN: The base target number for each damage dice rolled.
- Speed: For ranged weapons speed is broken down into (action speed) + (recoil). Various game factors can effect or use either value but in the end the total ticks for an attack with the listed weapon is generally the combined value.
- Reload: The total amount of ticks it takes to reload the weapon. For thrown weapons this assumes the weapon is in some kind of easily accessible sheath/holster.
- Range: Range is broken down into four categories, with three listed in the chart : Short/Medium/Long (Extreme is 2x Long)
- Magazine: This lists the capacity and type of the magazine. The types are as follows: r = Revolver, b = Breech load, i = Internal magazine, m = Swappable external magazine, x = Swappable external box, f = Belt feed, p = Back pack.
- Ammo: This is the type of ammunition required by the weapon. Weapons with the same listed ammo can swap ammo (though magazines are NOT swappable)
- Special: Any special effects for the given weapon.
Weapon | Tech Level | Cost | Size | Damage | Damage TN | Speed | Reload | Range | Magazine | Ammo | Special |
---|---|---|---|---|---|---|---|---|---|---|---|
Palm Pistol | 3 | 50 | XS | 8x1 | 7 | 9 (8 + 1) | 3 + 2/shot | 7 / 14 / 28 | 4r | .22 Caliber | |
Light Revolver | 3 | 100 | S | 6x1/2x3 | 7 | 10 (8 + 2) | 3 + 2/shot | 10 / 20 / 30 | 6r | .32 Caliber | |
Revolver | 3 | 200 | S | 5x1/3x3 | 7 | 11 (8 + 3) | 3 + 2/shot | 12 / 24 / 36 | 6r | .40 Caliber | |
Heavy Revolver | 3 | 250 | M | 4x1/4x3 | 7 | 12 (8 + 4) | 3 + 2/shot | 13 / 26 / 39 | 6r | .47 Caliber | Dirty fucking Harry |
Assassin's Pistol | 4 | 75 | XS | 8x1 | 6 | 8 (7 + 1) | 7 | 6 / 12 / 18 | 15m | .22 Caliber | |
Light Autofeed Pistol | 4 | 150 | S | 6x1/2x3 | 6 | 9 (7 + 2) | 7 | 9 / 18 / 27 | 15m | .32 Caliber | |
Autofeed Pistol | 4 | 250 | S | 5x1/3x3 | 7 | 10 (7 + 3) | 7 | 11 / 22 / 33 | 10m | .40 Caliber | |
Heavy Autofeed | 4 | 300 | M | 4x1/4x3 | 7 | 11 (7 + 4) | 7 | 12 / 24 / 36 | 8m | .47 Caliber | ... And the fact that I've got "Desert Eagle point-five-O"... |
Shotguns
Shotguns easily win the damage/firebird race but come with the downside that they have relatively poor range, high recoil, and low magazine capacity. But in situations where one shot needs to get it done, shotguns cannot be beat.
- All shotguns have the following unique attribute: Extreme Range = Medium + Long range (instead of 2x Long)
The values listed below are for buckshot, the most common ammo type used in combat in FS (since it's useful hunting ammo). Other shotgun ammo type is available in the Equipment section. Buckshot has the following unique properties (regardless of gauge)
- Buckshot promotes/demotes damage along 1/5/9/13 lines instead of 1/3/5/7. 1s promote to 5s, 5s demote to 1s.
- Buckshot gives a +1 to attack dice/ -1 damage demotion per range category beyond short.
- Buckshot gives -10% medium range, -20% long range (reflected in the table in parentheses).
Weapon | Tech Level | Cost | Size | Damage | Damage TN | Speed | Reload | Range | Magazine | Ammo | Special |
---|---|---|---|---|---|---|---|---|---|---|---|
Sawed Off Shotgun | 3 | 50 | M | 7x1/1x5 | 6 | 10 (7 + 3) | 2 + 1/shot | 6 / 12 (11) / 18 (14) | 2b | 20 Gauge | Can fire both barrels as a single action: Promote 4 dice, add +3 Recoil. |
Double Barrel Shotgun | 3 | 75 | L | 7x1/1x5 | 6 | 10 (7 + 3) | 2 + 1/shot | 10 / 20 (18) / 30 (24) | 2b | 20 Gauge | Can fire both barrels as a single action: Promote 4 dice, add +3 Recoil. |
Light Hunting Shotgun | 4 | 100 | L | 7x1/1x5 | 6 | 11 (8 + 3) | 3 + 2/shot | 10 / 20 (18) / 30 (24) | 7i | 20 Gauge | |
Hunting Shotgun | 4 | 150 | L | 7x1/2x5 | 6 | 12 (8 + 4) | 3 + 2/shot | 15 / 30 (27) / 45 (36) | 6i | 12 Gauge | |
Tactical Shotgun | 4 | 250 | L | 7x1/2x5 | 6 | 11 (7 + 4) | 7 | 14 / 28 (25) / 42 (33) | 6m | 12 Gauge | |
Heavy Shotgun | 4 | 300 | XL | 7x1/3x5 | 6 | 13 (7 + 6) | 2 + 1/shot | 18 / 36 (32) / 54 (47) | 2b | 10 Gauge | Elephant gun. Cannot fire both at same time because operator would die. |
Rifles
Rifles are the bread and butter of armed conflict.
Weapon | Tech Level | Cost | Size | Damage | Damage TN | Speed | Reload | Range | Magazine | Ammo | Special |
---|---|---|---|---|---|---|---|---|---|---|---|
Lever-Action Rifle | 3 | 150 | L | 6x1/2x3 | 7 | 9 (8 + 1) | 3 + 2/shot | 40 / 80 / 120 | 8i | .32 Caliber | Extreme range = Medium + Long |
Heavy Lever-Action Rifle | 3 | 250 | L | 4x1/4x3 | 7 | 11 (8 + 3) | 3 + 2/shot | 30 / 60 / 90 | 8i | .47 Caliber | Extreme range = Medium + Long |
Light Hunting Rifle | 3 | 125 | L | 8x1/1x3 | 7 | 9 (8 + 1) | 3 + 2/shot | 50 / 100 / 200 | 6i | 5.56mm | |
Hunting Rifle | 3 | 175 | XL | 6x1/3x3 | 7 | 10 (8 + 2) | 3 + 2/shot | 100 / 200 / 400 | 5i | 7.62mm | |
Heavy Hunting Rifle | 4 | 250 | XL | 5x1/5x3 | 7 | 12 (8 + 4) | 3 + 2/shot | 125 / 250 / 500 | 4i | 8.3mm | |
Tactical Carbine | 4 | 175 | L | 8x1/1x3 | 7 | 8 (7 + 1) | 7 | 40 / 80 / 160 | 20m | 5.56mm | |
Imperial Carbine | 4 | 250 | XL | 6x1/3x3 | 7 | 9 (7 + 2) | 7 | 80 / 160 / 320 | 10m | 7.62mm | There are many like it, but this one is mine ... |
Sniper Rifle | 4 | 450 | XL | 5x1/5x3 | 7 | 11 (7 + 4) | 7 | 150 / 300 / 600 | 8m | 8.3mm | 10x Day/Night scope w/ Rangefinder |
Anti-Materiel Rifle | 4 | 600 | XL | 3x1/7x3 | 7 | 14 (8 + 6) | 7 | 200 / 400 / 800 | 5m | 13mm | Ignores 2 points of deflection, 15x Day/Night scope w/ Rangefinder |
Automatics
Automatic weapons are all considered to have full select fire capabilities. Switching the fire selection requires 1 tick.
Weapon | Tech Level | Cost | Size | Damage | Damage TN | Speed | Reload | Range | Magazine | Ammo | Special |
---|---|---|---|---|---|---|---|---|---|---|---|
Machine Pistol | 4 | 250 | S | 8x1 | 1 | 8 (7 + 1) | 7 | 12 / 24 / 36 | 20m | .22 Caliber | |
Submachinegun | 4 | 350 | M | 6x1/2x3 | 1 | 9 (7 + 2) | 7 | 24 / 36 / 48 | 25m | .32 Caliber | |
Assault Carbine | 4 | 450 | L | 8x1/1x3 | 1 | 8 (7 + 1) | 7 | 40 / 80 / 160 | 30m | 5.56mm | |
Battle Rifle | 4 | 550 | XL | 6x1/3x3 | 1 | 11 | 9 (7 + 2) | 80 / 160 / 320 | 20m | 7.62mm | |
Squad Assault Weapon | 4 | 750 | XL | 8x1/1x3 | 1 | 8 (7 + 1) | 11 | 80 / 160 / 320 | 100x | 5.56mm | |
Light Machinegun | 4 | 750 | XL | 6x1/3x3 | 1 | 9 (7 + 2) | 15 | 100 / 200 / 400 | 100f | 7.62mm | |
Heavy Machinegun | 4 | 1250 | XL | 3x1/7x3 | 2 | 13 (7 + 6) | 15 | 150 / 300 / 600 | 100f | 13mm | Cannot be hip-fired. Ignores 2 points of Deflection. |
Advanced Convential Weapons
For when conventional isn't quite good enough.
Weapon | Tech Level | Cost | Size | Damage | Damage TN | Speed | Reload | Range | Magazine | Ammo | Special | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Automatic Shotgun | 5 | 750 | XL | 7x1/1x5 | 6 | 10 (7 + 3) | 11 | 8 / 16 (14) / 24 (19) | 20x | 20 Gauge | Has all automatic fire modes, but double recoil penalty. Has buckshot rules. | ||||||||||||
Ares Supermach | 5 | 1100 | M | 8x1 | 7 | 8 (7 + 1) | 7 | 12 / 24 / 36 | 60m | .22 Caliber | Half recoil penalties (round down) for automatic fire modes. | M41b Pulse Rifle | 5 | 1450 | L | 5x1/5x3 | 7 | 8 (7 + 1) | 7 | 30 / 60 / 120 | 95m | 10mm | Exploding tip, caseless |
Gauss Rifle | 5 | 2000 | XL | 8x1 | 8 | 15 | 11 (7 + 4) | 200 / 400 / 800 | 5m | 3.5mm | Ignores 3 points of deflection. Promotes/demotes like buckshot (1/5/9/13) |
Energy Weapons
Energy weapons turn out to be pretty scary overall as most armors have terrible energy defense. Energy weapons do not have recoil.
Weapon | Tech Level | Cost | Size | Damage | Damage TN | Speed | Reload | Range | Magazine | Ammo | Special |
---|---|---|---|---|---|---|---|---|---|---|---|
Palm Laser | 5 | 250 | XS | 10x1 | 7 | 7 | 11 | 5 / 10 / 15 | 7m | Micro Fusion Cell | |
Laser Pistol | 5 | 350 | S | 8x1/2x3 | 7 | 7 | 11 | 10 / 20 / 30 | 15m | 2x Micro Fusion Cell | |
Laser Rifle | 5 | 600 | L | 6x1/4x3 | 7 | 8 | 11 | 15 / 30 / 60 | 20m | Fusion Cell | |
Automatic Laser Rifle | 6 | 1000 | L | 6x1/4x3 | 7 | 7 | 11 | 15 / 30 / 60 | 25m | Fusion Cell | Automatic fire |
Assault Laser | 5 | 900 | XL | 4x1/6x3 | 7 | 7 | 20+ | 20 / 40 / 80 | 45p | Fusion Pack | |
Squad Assault Laser | 6 | 1500 | XL | 4x1/6x3 | 7 | 7 | 20+ | 20 / 40 / 80 | 55p | Fusion Pack | Automatic Fire. |
Blaster Pistol | 6 | 600 | M | 8x1/4x3 | 7 | 7 | 11 | 10 / 15 / 20 | 7m | 2x Micro Fusion Cell | |
Blaster Rifle | 7 | 1200 | L | 6x1/6x3 | 7 | 7 | 11 | 20 / 30 / 40 | 13m | Fusion Cell | |
Blaster Shotgun | 7 | 1750 | L | 8x1/4x5 | 6 | 7 | 11 | 12 / 21 / 28 | 5m | Fusion Cell | Promotes like buckshot (1/5/9) |
'Cuz Fire
Weapon | Tech Level | Cost | Size | Damage | Damage TN | Speed | Reload | Range | Magazine | Ammo | Special |
---|---|---|---|---|---|---|---|---|---|---|---|
Light Incinerator | 5 | 200 | L | 6x1/2x3 | 7 | 8 | 11 | 5 / 9 / 12 | 15m | Methane Fuel Cell | +1 Attack, 2x1(TN = attack success) DoT every 4 ticks, reducing TN by 1 every application of damage. Armor absorb halved. |
Heavy Incinerator | 5 | 300 | XL | 8x1/2x3 | 7 | 8 | 11 | 8 / 12 / 15 | 100p | Methane Fuel Pack | +1 Attack, 2x1(TN = attack success) DoT every 4 ticks, reducing TN by 1 every application of damage. Armor absorb halved. |
Light Flamethrower | 5 | 250 | L | 6x1/1x3 | 6 | 8 | 11 | 10 / 20 / 30 | 10m | Jellied Petrol Cell | +2 Attack, 2x3(TN = attack success) DoT every 4 ticks, reducing TN by 1 every application of damage. Armor absorb halved. |
Heavy Flamethrower | 4 | 400 | XL | 8x1/1x3 | 6 | 8 | 11 | 15 / 30 / 45 | 100p | Jellied Petrol Pack | +2 Attack, 2x3(TN = attack success) DoT every 4 ticks, reducing TN by 1 every application of damage. Armor absorb halved. |