Weapons

Certain weapons have their own little quirks that should be noted before picking up the weapon. Remember range increments are dependent on your dexterity. Every one point of dexterity gives you 2 meters of max range at which you can accurately fire your weapon. Every meter out of that range suffers a -5% to hit, this penalty also applies if you are out of the weapons effective range just like personal range. For those wishing to be exceptionally long range, be sure to look at scope mods.

-Bows are extremely quiet compared to other ranged weapons, to be taken note of if you are trying to stealth around.

-Pistols can be drawn as a free action instead of a standard.

-Snipers labeled "bolt" take a standard action to chamber in the next round. This means a new magazine after reload needs a standard action to reload and a standard action to chamber a round.

-Shotguns receive +10% chance to hit, with -1% for every meter after 2 meters.

-Heavy weapons cannot crit and slow your movement speed by 2 meters

-Whips are non lethal but have increased critical range by 10% by default, crits deal no extra damage but can prone or disarm the target (even if ADR overcame the damage entirely).

-A weapons range is the range before it starts suffering penalties to hit. Every 5 feet over its range confers a -5 to hit

Basic Ranged

"P" = physical projectile (bullet)
"E" = Ethi projectile (magical)
--Ethi weaponry classifies its damage type in the special slot. Visually it looks similar to partiularly vibrant bullet tracer rounds more then traditional magic spells.
--Ethi weapons use quick loaded magazines that hold special charges as ammo. As such an ethi magazine is just a solid block that goes into the weapon, so ammo and RoF is how much it gets from a standard charged clip, this is relevant to buying ammunition (further down).
"S" = Special projectile (Rockets, plasma, etc.)

Name Type Dmg Ammo RoF AP Range Special Value
Bow Bow 1d4+5 1 1 1 80 Very quiet in comparison to most other ranged weapons 240
-Composite Bow 1d4+8 1 1 1 100 Very quiet in comparison to most other ranged weapons 450
Rifle Rifle 2d6+8:P 30 3 2 200 - 600
Pistol pistol 2d4+5:P 7 2 1 90 - 110
LMG heavy 4d6+4:P 160 10 5 50 Two Action reload time, slows movement 1m 760
Shotgun Shotgun 3d4+5:P 8 1 1 35 every meter after 2 meters damage suffers -1 damage 550
-Verticle double Shotgun 3d4+5:P 6 1 1 35 Features a second barrel that can load another shotgun ammo type. Counts as loading in two magazines, player's choice which one to fire, does not fire both at once. every meter after 2 meters damage suffers -1 damage 840
Sniper sniper 1d6+14:P 4 1 5 400 Bolt Action 700
-Light sniper 1d6+8:P 6 1 3 200 Semi-Automatic, no "bolt" classification. 700
-Anti-material sniper 1d4+16:P 1 1 10 450 Bolt Action, Slows movespeed 2m, Requires Special Ammo 1,500
Ethi Rifle rifle 1d6+8:E 10 2 6 100 Ethi-Arcane 620
Ethi Pistol pistol 1d4+5:E 15 1 3 100 Ethi-Arcane 130
Ethi LMG heavy 5d4+4:E 50 5 2 100 Ethi-Arcane, slows movement 1m 900
Rocket Launcher Heavy 6d20 1 1 20 350 Deals full damage on direct hit, confers 20% reflex check to infantry to avoid direct hit. 3m area of effect deals 5d8 blast damage, does not go through cover despite AP. 700
EMP/AMZ cannon Heavy none:S 1 1 0 30 EMP/Antimagic 3-meter blast 7,000
Flamethrower Heavy 1d6+20 100 10 0 5 Cannot shoot beyond its range, slows movement 1m, +25% to hit 800

 

Basic Melee

When using melee weapons you add your fitness to your damage.

Name Style Dmg AP Special Value
Sword Sword 1d8 0 - 250
Long Sword Great Sword 1d10 1 Grants +10% Reflex AC bonus (ignoring armor penalties) 280
Knife Knife 1d4 3 - 190
Flail Ball&Chain 1d12 0 - 250
Whip Whip 1d4 -5 - 130
Great Sword Great-sword 2d6 1 - 260
Great Mace Great-mace 3d4 0 - 180
Spear Spear 1d8 3 Reach 1m, can attack things 1m away. 240
Double Sword Double sword 1d8 1 Medium Quality, counts as dual wield 410
Rapier Sword 1d8 2   280
Scythe Scythe 2d8 0 Medium Quality, -2 to hit, x4 critical 330
Claws Claws 1d6 0 Medium quality 465

 

Special Melee

What is special melee? Weapons with effects pre-assigned to them as opposed to finding it without an enchantment. They are rather expensive and it should be noted that an additional cost allows for syncing it to the owner. This is a frequent practice and there is no way to discern it without inspection. Syncing means the weapon will only work for whoever it was synced to. While customized ones can be created this would be the mass produced bundles that could be easily acquired, and a few rare ones for "ideas".

Name Style Dmg AP Special Value
Ignition Blade Sword 1d8 5 On-strike +3d6 fire damage in cone 2m distance 4500
Piercer Spear 1d8 5 +15 AP, Reach 1m 4500
Ethi-Cutter Knife 1d6 3 +10AP, x4 dmg to shields, Target permanently loses 1d3 armor 4250
Ethi-Cutter Claws 1d6 3 +10AP, x4 dmg to shields, Target permanently loses 1d3 armor 4250
Ignition Blade Sword 1d8 5 On-strike +3d6 Electric damage, jumps to nearest enemy up to 3 meters away. 1500
Leech Whip 1d4 0 On hit choose one: 1) Applies 4d6 electric damage 2)Drain 3d12+10 power from target shields (if applicable). Whip damage is non lethal, electric damage is lethal. 1650

 

Special Ammunition

There are various special ammunitions available for weapons that can support them and regular ammunition prices. Ethi ammo is always sold as a pack of "1" because it is a charged clip, how many shots that gives you is dependant on the weapon.

Name Type # Description Cost
Standard Rifle 10 Basic ammunition for physical rifle weapons. 2
Standard Pistol 10 Basic ammunition for physical pistol weapons 2
Standard LMG 100 Basic ammunition for LMG's 30
Standard Sniper 1 Basic ammuniton for snipers 2
Standard Shotgun 16 Basic ammunition for shotguns 5
Rocket Heavy 1 Basic rocket ammunition for rocket launchers. Comes in singles. 300
Anti Material Sniper 1 Basic ammunition for anti material snipers. 8
Slug Shotgun 8 Long range ammo for shotgun, doesn't lose damage. Damage is 1d6+10 AP:1. 10
Arrow Bow 1 Basic arrow for bows, comes in singles. Can be retrieved after firing. 5
Blast Arrow Bow 1 Explosive arrow, deals 2d6+10 damage in 3m burst with an AP of 0 40
Kinetic Arrow Bow 1 A special arrow ethi'd out to travel extreme distances at high speeds. These deal 1d6+8 damage and have an AP of 3. They increase the bows range by 200. These can be retrieved after firing. 80
Fire-point Ethi 1 Ethi charge rod, deals fire damage on point against touch AC. Converts damage die to 1d6 50
Elec-point Ethi 1 Ethi charge rod, deals electric damage on point against touch AC. Converts damage to 1d6 50
Arc-point Ethi 1 Ethi charge rod, deals arcane damage on point. Converts damage to 1d6+2 AP: 3 50
Fire-burst Ethi 1 Converts damage to 1d4 with a 5 ft burst. Does +3 damage on direct hits. 75
Elec-chain Ethi 1 Converts damage to 1d4. Jumps up to 10 ft away from first target up to 3 times. Deals as a touch attack. 75
Arc-Missile Ethi 1 Shoots magic missiles at 1d4+2 damage, always hits but can't crit. 60
Frag shot Special 1 A bullet designed to explode on contact, a miniature grenade for use in small arms. Does 1d6+8 damage in a 2m burst 100
Shredder Special 5 A small bullet meant to penetrate armor and destroy the insides of the target. Deals 4d6+20 damage with AP 5. 2d4 to shields, and only does 1d6+4 damage if ADR is not completely negated. 150
Fire-rain Ethi-LMG 1 Specifically designed for Ethi lmg weapons, fires rays of fire with 2d6+3 damage against their touch AC. 1500
Seeker Rocket Heavy 1 Confers +25 to hit against vehicles. A movement action must be expended targeting the vehicle in the same round it is fired. Follows standard rocket damage. 200
Swarm-rod Ethi-LMG 1 Specifically designed for Ethi lmg weapons, fires magic missiles (can't miss) at 1d4+2 damage each, fires 1 per RoF shot. 850

 

Weapon Mods

Most weapons can be modified for a more specialised purpose. Below are some modifications that can be bought and added to a weapon. The type of mod must match the type of weapon, you cannot have two mods in the same slot.

Scopes: These have special rules. They increase your "personal" range by a specified distance but pushes it past your normal range. If you had 20m personal range and a scope conferred 50m your new personal range would be 50-70m. Shooting outside of your new personal range follows normal rules, making things below your range follow the same penalties. However, you may still fire at close targets from your 0m personal range but with double penalties. The total penalty is reduced by 2% for each point of RoF of the weapon.

Shotgun

Name Type Slot Description Cost
Scope I Rifle Scope 5m Range 150
Scope II Rifle Scope 10m Range 220
Scope I Sniper Scope 20m range 150
Scope II Sniper Scope 40m range 470
Scope III Sniper Scope 60m range 900
Multi-Scope Sniper Scope 20m or 40m range, free action to change. 2,900
Extension Shotgun Barrel Lengthens the barrel for less spread. Every 2m after 5m subtract 1d4+4 from damage. This removes shotgun to-hit bonus. 75