Weapons
A weapon is an object with combat stats. The list is deliberately short — one noun carries many real items as adjectives (a carbine is a light rifle, a sawn-off is a cut-down shotgun), so add variety with a modifier, not a new row.
Damage Class (DC) is the number that meets the Damage table; the whole scale is anchored to three points — an inhuman fist is 4, a 9mm pistol is 8, a 7.62 rifle is 11. PM is the ease-factor bonus for using it as intended. Damage type is Mechanical (cutting), Impact (crushing), or Burning/ballistic; a trailing P means it pierces armor (which armor resists with its own Absorb). Range is short–long in metres (melee weapons give reach); RoF in brackets is the automatic burst size.
A weapon is only a benchmark, not a licence: in combat, magic and gear alike are judged against what a good archer does without either. That's why the humble Bow sits on this list as a yardstick.
| Weapon | Kind | DC | Range | TL | Price |
|---|---|---|---|---|---|
| Fist / Kick | melee | 2 I | touch | 0 | — |
| Knife / Dagger | melee | 4 M/P | touch | 0 | 5 |
| Sword | melee | 6 M | reach | 1 | 60 |
| Greatsword | melee | 8 M | long reach | 1 | 120 |
| Spear | melee | 6 M/P | long reach | 0 | 20 |
| Axe | melee | 7 M | reach | 0 | 30 |
| Mace / Club | melee | 6 I | reach | 0 | 25 |
| Quarterstaff | melee | 4 I | long reach | 0 | 5 |
| Bow | ranged | 6 M/P | 50–150 | 1 | 80 |
| Crossbow | ranged | 7 M/P | 40–120 | 2 | 150 |
| Revolver | ranged | 8 B | 12–60 | 4 | 300 |
| Pistol (9mm) | ranged | 8 B | 15–80 | 5 | 400 |
| Submachine Gun | ranged | 8 B | 20–120 | 4 | 600 |
| Shotgun | ranged | 10 B | 10–40 | 4 | 350 |
| Assault Rifle | ranged | 10 B | 50–300 | 5 | 900 |
| Battle Rifle (7.62) | ranged | 11 B | 80–500 | 5 | 1000 |
| Sniper Rifle | ranged | 12 B/P | 150–1200 | 5 | 2500 |
| Machine Gun | heavy | 11 B/P | 100–1500 | 5 | 4000 |
| Hand Grenade | thrown | 12 B | thrown | 5 | 40 |
| Laspistol | ranged | 8 B | 70–120 | 7 | 1k |
| Laser Rifle | ranged | 10 B | 250–500 | 7 | 2k |
| Stun Pistol | ranged | 6 stun | 16–20 | 7 | 700 |
| Cone Rifle | ranged | 13 B | 110–190 | 6 | 6c |
| Autolasercannon | heavy | 14 B/P | 1.2k–1.5k | 8 | 4k |
Fist / Kick
- Kind
- melee
- PM
- 0
- Damage
- 2 I
- Range
- touch
- RoF
- —
- Ammo
- —
- Weight
- 0
- TL
- 0
- Price
- —
- Tags
- standard, ancient, modern
Bare unarmed strike. The DC-4 anchor is an *inhuman* fist; an ordinary person lands about 2. Unarmed Combat skill does the rest.
Knife / Dagger
- Kind
- melee
- PM
- 0
- Damage
- 4 M/P
- Range
- touch
- RoF
- —
- Ammo
- —
- Weight
- 0.3
- TL
- 0
- Price
- 5
- Tags
- standard, ancient, modern
Short blade — concealable, pierces armor, doubles as a tool and a thrown weapon. The floor of every weapon list.
Sword
- Kind
- melee
- PM
- 0
- Damage
- 6 M
- Range
- reach
- RoF
- —
- Ammo
- —
- Weight
- 1.3
- TL
- 1
- Price
- 60
- Tags
- standard, ancient, fantasy
The arming sword — one-handed cut-and-thrust. *Fine*, *great*, and *short* are all adjectives on this one noun.
Greatsword
- Kind
- melee
- PM
- 1
- Damage
- 8 M
- Range
- long reach
- RoF
- —
- Ammo
- —
- Weight
- 2.7
- TL
- 1
- Price
- 120
- Tags
- ancient, fantasy
Two-handed blade. More reach and bite; no hand free for a shield.
Spear
- Kind
- melee
- PM
- 0
- Damage
- 6 M/P
- Range
- long reach
- RoF
- —
- Ammo
- —
- Weight
- 1.5
- TL
- 0
- Price
- 20
- Tags
- standard, ancient, fantasy
Reach weapon that pierces. Set against a charge it counts double. A *thrown* spear is the same noun, one adjective.
Axe
- Kind
- melee
- PM
- 0
- Damage
- 7 M
- Range
- reach
- RoF
- —
- Ammo
- —
- Weight
- 1.4
- TL
- 0
- Price
- 30
- Tags
- standard, ancient, fantasy
Heavy chopping edge — hits hard, harder to recover for a parry than a sword.
Mace / Club
- Kind
- melee
- PM
- 0
- Damage
- 6 I
- Range
- reach
- RoF
- —
- Ammo
- —
- Weight
- 1.4
- TL
- 0
- Price
- 25
- Tags
- standard, ancient, fantasy
Impact rather than edge — cheap, and it doesn't care how good your armor's edge-turning is.
Quarterstaff
- Kind
- melee
- PM
- 1
- Damage
- 4 I
- Range
- long reach
- RoF
- —
- Ammo
- —
- Weight
- 1.1
- TL
- 0
- Price
- 5
- Tags
- standard, ancient, fantasy
Two-handed staff: reach, a good Parry PM, and it's just a stick when the guards ask.
Bow
- Kind
- ranged
- PM
- 0
- Damage
- 6 M/P
- Range
- 50–150
- RoF
- 1
- Ammo
- 1
- Weight
- 0.9
- TL
- 1
- Price
- 80
- Tags
- standard, ancient, fantasy
Half-skill ranged weapon (Archery). Quiet, pierces, and only as good as the archer — the mundane benchmark magic is judged against.
Crossbow
- Kind
- ranged
- PM
- 1
- Damage
- 7 M/P
- Range
- 40–120
- RoF
- 1/2
- Ammo
- 1
- Weight
- 2.5
- TL
- 2
- Price
- 150
- Tags
- ancient, fantasy
Point-and-hold power — trivial to aim, slow to span. Punches armor a bow can't.
Revolver
- Kind
- ranged
- PM
- 0
- Damage
- 8 B
- Range
- 12–60
- RoF
- 1
- Ammo
- 6
- Weight
- 1
- TL
- 4
- Price
- 300
- Tags
- standard, modern
Reliable double-action sidearm; six shots, slow to reload. *Cut-down* makes it a concealable snub-nose.
Pistol (9mm)
- Kind
- ranged
- PM
- 0
- Damage
- 8 B
- Range
- 15–80
- RoF
- 2
- Ammo
- 15
- Weight
- 0.9
- TL
- 5
- Price
- 400
- Tags
- standard, modern
The DC-8 anchor. Self-loading, high-capacity magazine — the default modern handgun.
Submachine Gun
- Kind
- ranged
- PM
- 0
- Damage
- 8 B
- Range
- 20–120
- RoF
- [6]
- Ammo
- 30
- Weight
- 3
- TL
- 4
- Price
- 600
- Tags
- standard, modern
Pistol round, automatic fire. Devastating up close, thirsty and wild at range.
Shotgun
- Kind
- ranged
- PM
- 0
- Damage
- 10 B
- Range
- 10–40
- RoF
- 1
- Ammo
- 6
- Weight
- 3.2
- TL
- 4
- Price
- 350
- Tags
- standard, modern
Brutal and forgiving up close; falls off fast. *Cut-down* trades the last of its range for concealment.
Assault Rifle
- Kind
- ranged
- PM
- 1
- Damage
- 10 B
- Range
- 50–300
- RoF
- [10]
- Ammo
- 30
- Weight
- 3.6
- TL
- 5
- Price
- 900
- Tags
- standard, modern
Intermediate cartridge, select fire — the standard modern long arm. *Carbine* is the light adjective.
Battle Rifle (7.62)
- Kind
- ranged
- PM
- 1
- Damage
- 11 B
- Range
- 80–500
- RoF
- 2
- Ammo
- 20
- Weight
- 4.2
- TL
- 5
- Price
- 1000
- Tags
- standard, modern
The DC-11 anchor. Full-power rifle round: range and penetration at the cost of weight and recoil.
Sniper Rifle
- Kind
- ranged
- PM
- 2
- Damage
- 12 B/P
- Range
- 150–1200
- RoF
- 1
- Ammo
- 5
- Weight
- 5.5
- TL
- 5
- Price
- 2500
- Tags
- modern
Precision, optics, and armor-piercing reach. A patient specialist's tool, not a firefight weapon.
Machine Gun
- Kind
- heavy
- PM
- 1
- Damage
- 11 B/P
- Range
- 100–1500
- RoF
- [20]
- Ammo
- 100
- Weight
- 10
- TL
- 5
- Price
- 4000
- Tags
- modern
Belt-fed area denial — see Fire Combat. Emplaced or bipod; suppresses ground you never actually hit.
Hand Grenade
- Kind
- thrown
- PM
- 0
- Damage
- 12 B
- Range
- thrown
- RoF
- —
- Ammo
- 1
- Weight
- 0.4
- TL
- 5
- Price
- 40
- Tags
- standard, modern
Blast in a radius — no aim roll against a point, a scatter roll against an area. Fragmentation ignores light cover.
Laspistol
- Kind
- ranged
- PM
- 0
- Damage
- 8 B
- Range
- 70–120
- RoF
- 1
- Ammo
- 25
- Weight
- 0.5
- TL
- 7
- Price
- 1k
- Tags
- sf
Energy sidearm: no recoil, no ballistic drop, a power cell instead of a magazine. The SF echo of the 9mm.
Laser Rifle
- Kind
- ranged
- PM
- 1
- Damage
- 10 B
- Range
- 250–500
- RoF
- 1
- Ammo
- 50
- Weight
- 3
- TL
- 7
- Price
- 2k
- Tags
- sf
Line-of-sight beam weapon — flat trajectory, hungry for cells, dimmed by smoke and fog.
Stun Pistol
- Kind
- ranged
- PM
- 0
- Damage
- 6 stun
- Range
- 16–20
- RoF
- 1
- Ammo
- 15
- Weight
- 1
- TL
- 7
- Price
- 700
- Tags
- sf
Non-lethal takedown — damage feeds a Pain Resistance / stun check rather than a wound. Short-ranged by design.
Cone Rifle
- Kind
- ranged
- PM
- 2
- Damage
- 13 B
- Range
- 110–190
- RoF
- [6]
- Ammo
- 30
- Weight
- 4
- TL
- 6
- Price
- 6c
- Tags
- sf
Fires micro-rockets — recoilless, heavy hitting, and it arcs, so cover is less help than you'd hope.
Autolasercannon
- Kind
- heavy
- PM
- 2
- Damage
- 14 B/P
- Range
- 1.2k–1.5k
- RoF
- 2
- Ammo
- 100
- Weight
- 10
- TL
- 8
- Price
- 4k
- Tags
- sf
Vehicle- or emplacement-scale beam weapon. Uses the Damage Scale rules — meant for things bigger than people.