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.

WeaponKindDCRangeTLPrice
Fist / Kickmelee2 Itouch0
Knife / Daggermelee4 M/Ptouch05
Swordmelee6 Mreach160
Greatswordmelee8 Mlong reach1120
Spearmelee6 M/Plong reach020
Axemelee7 Mreach030
Mace / Clubmelee6 Ireach025
Quarterstaffmelee4 Ilong reach05
Bowranged6 M/P50–150180
Crossbowranged7 M/P40–1202150
Revolverranged8 B12–604300
Pistol (9mm)ranged8 B15–805400
Submachine Gunranged8 B20–1204600
Shotgunranged10 B10–404350
Assault Rifleranged10 B50–3005900
Battle Rifle (7.62)ranged11 B80–50051000
Sniper Rifleranged12 B/P150–120052500
Machine Gunheavy11 B/P100–150054000
Hand Grenadethrown12 Bthrown540
Laspistolranged8 B70–12071k
Laser Rifleranged10 B250–50072k
Stun Pistolranged6 stun16–207700
Cone Rifleranged13 B110–19066c
Autolasercannonheavy14 B/P1.2k–1.5k84k

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.