Firearms
| Type |
Range |
Damage |
RoF |
Cost (price/avail.) |
Weight |
Shots |
Min Str |
Notes |
| Axe |
3/6/12 |
Str+d6 |
1 |
+0/ +0 |
2 |
- |
- |
|
| Bow |
12/24/48 |
2d6 |
1 |
-2/ -2 |
3 |
- |
d6 |
|
| Crossbow |
15/30/60 |
2d6 |
1 |
-2/ -2 |
10 |
- |
d6 |
AP 2, 1 action to reload |
| Knife/Dagger |
3/6/12 |
Str+d4 |
1 |
+2/ +2 |
1 |
- |
- |
|
| Sling |
4/8/16 |
Str+d4 |
1 |
+2/ -2 |
1 |
- |
- |
|
| Spear |
3/6/12 |
Str+d6 |
1 |
+0/ -2 |
5 |
- |
d6 |
|
| Black Powder Blunderbuss |
10/20/40 |
1-3d6* |
1 |
+0/ -2 |
12 |
- |
d6 |
2 actions to reload, Shotgun |
| Black Powder Rifle |
15/30/60 |
2d8 |
1 |
+0/ -2 |
8 |
- |
d6 |
AP 2, 3 actions to reload |
| Hideaway Pistol |
5/10/20 |
2d6+1 |
1 |
+0/ -4 |
2 |
2 |
— |
AP 1 |
| Revolver |
12/24/48 |
2d6+1 |
1 |
+0/ -2 |
4 |
6 |
— |
Revolver |
| Compact SA Pistol |
10/20/40 |
2d6-1 |
1 |
+0/ +0 |
2 |
9 |
— |
Semi-Auto |
| Semi-Automatic Pistol |
12/24/48 |
2d6 |
1 |
-2/ +0 |
3 |
17 |
— |
AP 1, Semi-Auto |
| Heavy SA Pistol |
12/24/48 |
2d6+1 |
1 |
-2/ +0 |
4 |
7 |
— |
AP 1, Semi-Auto |
| Magnum SA Pistol |
15/30/60 |
2d8 |
1 |
-2/ -2 |
8 |
7 |
— |
AP 2, Semi-Auto |
| Submachine Gun |
12/24/48 |
2d6 |
3 |
-2/ -4 |
10 |
30 |
— |
AP 1, Auto |
| Double-Barrel Shotgun |
12/24/48 |
1-3d6 |
1/2 |
+0/ +2 |
11 |
2 |
— |
Shotgun |
| Pump Action Shotgun |
12/24/48 |
1-3d6 |
1 |
+0/ +0 |
8 |
6 |
— |
Shotgun |
| Carbine |
20/40/80 |
2d8 |
1 |
-2/ +0 |
8 |
7 |
— |
AP 2 |
| Colonial Rifle |
24/48/96 |
2d8 |
1 |
-2/ -2 |
10 |
8 |
d6 |
AP 2, Semi-Auto |
| Sniper Rifle |
50/100/200 |
2d10 |
1 |
-4/ -6 |
35 |
11 |
d8 |
AP 4, Snapfire, HW |
| UEG Military Assault Rifle |
24/48/96 |
2d8 |
3 |
-2/ -4 |
8 |
30 |
— |
AP 2, Auto, 3RB |
| Alliance Assault Rifle |
24/48/96 |
2d8+1 |
3 |
-2/ -2 |
10 |
30 |
d6 |
AP 2, Auto |
| Light Machine Gun |
30/60/120 |
2d8 |
4 |
-4/ -4 |
20 |
200 |
d8 |
AP 2, Snapfire |
| GP Machine Gun |
30/60/120 |
2d8+1 |
3 |
-6/ -6 |
26 |
200 |
d8 |
AP 2, Snapfire |
| Heavy Machine Gun |
50/100/200 |
3d6 |
3 |
-6/ -6 |
30 |
100 |
— |
AP 2, Auto, May not move |
| Flechette Pistol |
12/24/48 |
2d6 |
1 |
-2/ -6 |
2 |
30 |
— |
AP 2, Semi–auto |
| Flechette Submachine Gun |
12/24/48 |
2d6+1 |
3 |
-4/ -6 |
4 |
60 |
— |
AP 2, Auto |
| Flechette Rifle |
24/48/96 |
2d8+1 |
3 |
-6/ -6 |
8 |
60 |
— |
AP 2, Auto, 3RB |
| Hand Flamer |
Cone |
2d10 |
1 |
-4/ -2 |
4 |
5 |
d6 |
See notes |
| Laser Pistol |
15/30/60 |
1-3d6 |
1 |
-6/ -4 |
4 |
24 |
— |
Semi-Auto, Laser (1d6 per shot) |
| Laser Rifle |
30/60/120 |
1-3d6 |
3 |
-6/ -4 |
8 |
48 |
d6 |
Auto, 3RB, Laser (1d6 per shot) |
| Laser Machine Gun |
50/100/200 |
1-3d6 |
5 |
-6/ -6 |
15 |
200 |
d8 |
Auto, Laser (1d6 per shot) |
Ammunition
| Ammo |
Weight |
Cost (price/avail.) |
Notes |
| Arrow* |
1/5 |
+2/ +2 per 2 |
— |
| Teflon Arrow |
1/5 |
+2/ +0 |
AP 2, modern eras only |
| Bullets, Small |
3/50 |
+2/ +0 per 50 |
Includes pistols and submachine guns up to 2d6 damage |
| Bullets, Medium |
5/50 |
+2/ +0 per 50 |
Includes pistols and submachine guns 2d6+1 and up |
| Bullets, Large |
8/50 |
+2/ -2 per 50 |
Includes shotgun, rifle and machine gun rounds |
| Quarrel* |
1/5 |
+2/ +0 |
AP 2 (standard crossbow bolt) |
| Laser Battery |
1 |
+0/ -4 |
Provides one full magazine for the laser pistol, rifle, or MG |
| Shot (w/powder) |
1/10 |
+2/ -2 |
For black powder weapons |
| Sling Stone |
1/10 |
+2/ +2 per 20 |
Stones can also be found for free with a Notice roll and 1d10 minutes searching, depending on terrain |
| *If it’s important, arrows and quarrels can be recovered on a d6 roll of 4-6. |
Personal Armour
| Type |
Armour |
Weight* |
Cost (price/avail.) |
Notes |
| Kevlar Vest |
+2/ +4 |
8 |
-2/ +0 |
Covers torso only, negates 4 AP, see notes |
| Kevlar Vest w/inserts |
+4/ +8 |
12 |
-4/-2 |
As Kevlar, but ceramic inserts are +8 vs. bullets |
| Steel Pot (helmet) |
+4 |
5 |
+0/ +0 |
50% chance vs. head shot |
| Light Infantry Armour |
+2 |
8 |
-2/ -2 |
See notes |
| Medium Infantry Armour |
+4 |
12 |
-4/ -2 |
See notes |
| Infantry Battle Suit |
+6 |
20 |
-6/ -4 |
Covers entire body, bomb suit |
| Hard Armour |
+8 |
30 |
-6/ -4 |
Covers entire body |
| Powered Armour (scout suit) |
+10 |
0 |
-6/ -6 |
Covers entire body |
| Spacesuit |
+1 |
10 |
-2/ +0 |
Covers entire body, see notes |
| Spacesuit, Armoured |
+3 |
12 |
-4/ -4 |
Covers entire body, see notes |
Dice to roll: