Weapon Damage

Melee Weapons

Weapon Type Damage Str Min Str Max Conceal Mass Cost
Automobile Str + 6/10d10 B Mega 1 Mega 3 N 1 mton 2
Axe Str + 4d10 L 2 5 N 3 kg 1
Chain Str + 5d10 B 1 Mega 1 P 25 kg 1
Club Str + 4d10 B 1 5 T 1 kg 1
Lamppost Str + 6/10d10 B Mega 1 Mega 2 N 100 kg 2
Knife Str + 2d10 L 1 5 J 0.5 kg 1
Staff Str + 6d10 B 2 5 N 3 kg 1
Sword Str + 5d10 L 3 Mega 1 T 3 kg 2
Tree Str + 6/10d10 B Mega 1 Mega 3 N 0.5 mtons 1
Truck Str + 7/12d10 B Mega 2 Mega 4 N 10 mtons 4

Ranged Weapons

Type Acc Damage Range Mnv Rof Clip Conc Mass Cost
Revolver, Lt 0 4d10 L 50 Ms Tw 2 6 P 0.5 1
Revolver, Hvy 0 5d10 L 50 Ms Tw 2 6 J 0.5 2
Pistol, Lt 0 4d10 L 50 Af Ms Tw 4 17+1 P 0.5 1
Pistol, Hvy 0 5d10 L 50 Af Ms Tw 3 7 + 1 J 0.5 2
Rifle +2 8d10 L 200 n/a 1 5 + 1 N 3 2
Flechette Rifle +1 6d10 L 35 Ms St 5 40 J 1 4
Taser 0 6d10 B 20 Tw 1 20 J 1.5 2
SMG, Small 0 6d10 L 50 Af Ms Sa St Tw 40 40 J 2.5 2
SMG, Large 0 7d10 L 50 Af Ms Sa St Tw 45 50 N 3 3
Shotgun +5 6d10 L 30 Ms 2 8 + 1 T 3 2
Thrown Object 0 Str/MegaStr +/- 1-3 Spec n/s 1 n/a n/a Spec n/a

Heavy Weapons

Type Acc Damage Range Rof Capacity Mass Cost
30mm cannon 0 8d10 L5 800 21 100 50 4
105mm gun +2 15d10 L 10 1200 1 1 Special 5
Antitank, portable 0 10d10 L8 200 1 1 10 3
Antitank, vehicle +4 12d10 L10 2500 1 8 120 4
Artillery -2 20d10 L15 10 miles 1 1 3 mtons 5
Flamethrower +4 10d10 L/turn 10 1 30 100 3
Grenade Launcher -2 Varies 400 1 1 12 3
Mortar -2 10d10 L 8 1300 1 1 100 3
Portable Laser +2 13d10 L 12 1000 1 10 100 5
SAM, portable +2 12d10 L 12 4 km 1 1 50 4
SAM, vehicle +4 15d10 L 15 40 km 1 4 3 mtons 5

* Numbers next to Damage Type indicate number of automatic successes will be generated against a human sized target.

Grenades

Type Damage Special
Fragmentation 8d10 L Full dmg to all targets within 3 meters, half dmg to tagets within 6 meters
Shaped Charge 10d10 L 8 No Blast effect
Tear Gas 4d10 B See tear gas (pg 280)
Concussive 6d10 B Full dmg tagrets within 3 meters, half dmg between 3 and 6 meters.
Flash 2d10 B Blinds targets (see Strobe 2
White Phosphorus 8d10 L Continuous dmg halved every turn after the first.
Chaff 0 Disrupts electronic sensors (as Cyberkinesis 1)
* Numbers next to Damage Type indicate number of automatic successes will be generated against a human sized target.

 

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Weapon Damage

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