This equipment is relatively universal, and not specific to any species. It can generally be assumed to be purchasable by any species in their native areas.
Accurate – Accurate Weapons take no penalty when firing at targets at short range.
Arc – Arc weapons fire their ammunition in a high parabola, and therefore cannot fire at targets within Point-Blank range.
Inaccurate – Inaccurate Weapons cannot fire at targets at long range.
Mastercraft – Mastercraft weapons are finely-made, highly reliable, or come equipped by default with finely-tuned scopes. A Mastercraft weapon grants the user a +1 Equipment bonus to attacks. This does not stack with a Smart weapon (see below). While the bonus Mastercraft provides is lower than Smart, Mastercraft weapons have the distinct advantage of being non-reliant on a computer system, and therefore being easier to conceal and pretty much immune to hacking.
Weapon Ranges
| Type of Ranged Weapon | Point Blank(No Penalty) | Short(-2 Attack) | Medium(-5 Attack) | Long(-10 Attack) |
| Heavy Weapons | 0-50 Squares | 51-100 Squares | 101-250 Squares | 251-500 Squares |
| Pistols | 0-20 Squares | 21-40 Squares | 41-60 Squares | 61-80 Squares |
| Rifles | 0-30 Squares | 31-60 Squares | 61-150 Squares | 151-300 Squares |
| Simple Weapons | 0-20 Squares | 21-40 Squares | 41-60 Squares | 61-80 Squares |
| Thrown Weapons | 0-6 Squares | 7-8 Squares | 9-10 Squares | 11-12 Squares |
| Targeting Laser | 0-50 Squares | 51-150 Squares | 151-250 Squares | 251-660 Squares |
Melee Weapons
Simple
| Name | Size | Cost | Damage | Stun Damage | Weight | Type | Availability | Qualities |
| Combat Gloves | Unarmed | 250 | +1 | – | .5 kg | Bludgeoning | – | – |
| Shockboxing Gloves | Unarmed | 600 | +1 | +1 | .5 kg | Bludgeoning and Energy | Licensed | – |
| Knife | Tiny | 25 | 1d4 | – | 1 kg | Slashing or Piercing | – | NanoStore |
| Stunning Gauntlet | Tiny | 200 | – | +1 | .4 kg | Energy | Licensed | – |
| Club/Baton | Small | 15 | 1d6 | – | .5 kg | Bludgeoning | – | NanoStore |
| Contact Stunner | Small | 700 | 1d4 | 2d8 | 1.1 kg | Bludgeoning or Energy | Licensed | – |
| Entrenching Tool | Small | 50 | 1d6 | – | 1 kg | Slashing or Piercing | – | NanoStore |
| Short Sword | Small | 40 | 1d6 | – | 1.5 kg | Slashing or Piercing | – | NanoStore |
| Snap Baton | Small | 100 | 2d4 | 2d4 | 1 kg | Bludgeoning | – | – |
| Stun Baton | Small | 15 | 1d6 | 2d6 | .5 kg | Bludgeoning | – | – |
| Survival Knife | Small | 100 | 1d6 | – | 1.4 kg | Slashing | – | NanoStore |
| Axe | Medium | 35 | 1d8 | – | 2 kg | Slashing | – | NanoStore |
| Bayonet | Medium | 50 | 1d8 | – | 1 kg | Piercing | Licensed | NanoStore |
| Cane | Medium | 30+ | 1d4 | – | 1.5 kg | Nonlethal Bludgeoning | – | – |
| Mace | Medium | 50 | 1d8 | – | 2.5 kg | Bludgeoning | – | NanoStore |
| Spear | Medium | 60 | 1d8 | – | 1.5 kg | Piercing | – | NanoStore |
| Sword Cane | Medium | 100 | 1d6 | – | 3 kg | Slashing or Piercing | – | – |
| War Sword | Medium | 50 | 1d8 | – | 2 kg | Slashing or Piercing | – | NanoStore |
| Weighted Cane | Medium | 60 | 1d4 | – | 3 kg | Bludgeoning | – | – |
| Dire Sword | Large | 100 | 1d10 | – | 4 kg | Slashing or Piercing | – | NanoStore |
| Double-Bladed Sword | Large | 120 | 1d6/1d6 | – | 2 kg | Slashing or Piercing | – | NanoStore |
| Quarterstaff | Large | 65 | 1d6/1d6 | – | 1.8 kg | Bludgeoning | – | NanoStore |
Bayonet – When mounted on a rifle, a bayonet allows you to use the rifle as a melee weapon much like a spear. When wielding a rifle with a mounted bayonet, you threaten squares within your reach (even if you use the rifle to make a ranged attack on your last turn), and you can use it to make attacks of opportunity. A bayonet requires two hands to use when mounted on a rifle. A bayonet cannot be used on a rifle with a folded stock. A bayonet detached from a rifle is treated as a knife; a mounted bayonet deals more damage than the knife because of the added leverage and bulk.
Cane – Canes do not need to be physically concealed to be considered a ‘concealed weapon,’ your Stealth check to hide the weapon is more of you making it look like you actually need the cane for medical or fashion reasons. A cane can be used to perform the grapple attack required to use the Trip feat, doing so provides a +2 bonus to the check. Fancy canes cost more than 30 credits.
Contact Stunner – Because of its slender and compact design, a contact stunner grants a +5 equipment bonus to Stealth checks made to conceal the weapon. A contact stunner requires an energy cell to operate.
Double-Bladed Sword – A double-bladed sword is a double weapon. You can attack with both ends of the weapon as a full-round action, but both attack rolls take a -10 penalty although certain feats and talents can reduce the penalties).
Entrenching Tool – The entrenching tool can be configured as a short shovel, a pickaxe, or even a makeshift hammer. The entrenching tool is designed to be durable enough for combat, but it is not as balanced as a regular weapon. The wielder takes a -2 penalty to attack rolls (improvised weapons normally impose a -5 penalty to attack rolls) and can choose to deal either piercing or slashing damage. The Improvised Weapon Mastery feat negates the attack penalty.
Knife – A knife can be thrown at standard throwing weapon ranges.
Quarterstaff – A quarterstaff is a double weapon. You can attack with both ends of the weapon as a full-round action, but both attacks take a -10 penalty; certain feats and talents can reduce these penalties. You can switch between wielding a quarterstaff 1-handed or 2-handed as a swift action. While you are wielding a quarterstaff one-handed you cannot use it as a double weapon.
Shockboxing Gloves – Shockboxing gloves provide a +1 bonus to damage with a successful unarmed attack. They can be set to stun as a swift action, converting the wearer’s unarmed damage to stun damage (and providing a +1 bonus to stun damage). Shockboxing gloves are two sizes smaller than their wearer (for example, a pair of shockboxing gloves designed for a Human are Tiny). The way shockboxing gloves are worn prevents the wearer from being disarmed or from dropping them.
Spear – A spear can be thrown.
Snap Baton – A snap baton is a retractable baton designed to be collapsible for easy concealment. When collapsed it is a tiny object instead of small, and it can be extended as either a free action made as part of an attack, or as a swift action. When collapsed, it does not count as a weapon for the purposes of threatening squares around you.
Stun Baton – A stun baton requires an energy cell to operate.
Stunning Gauntlet – A stunning gauntlet changes the wearer’s unarmed melee attacks to stun damage, and they provides a +1 bonus to stun damage on a successful unarmed attack. Stunning gauntlets are two sizes smaller than their wearer (for example, a pair of stunning gauntlets designed for a Human are Tiny). Because of how they are worn, stunning gauntlets can’t be disarmed or dropped. Stunning Gauntlets require an energy cell to operate.
Survival Knife – The handle is hollowed out to allow storage of very small items, typically rudimentary survival tools such as a fire rod. a short length of binding wire, or an energy cell. A character who has a survival knife can always determine which way is north thanks to the built-in digital compass. Can be thrown as an inaccurate weapon.
Sword Cane – DC 25 Perception check to notice that it is a concealed weapon. Sword canes are considered light weapons for the purpose of feats and talents that affect light melee weapons.
Weighted Cane – Unlike a standard cane, this cane is deliberately weighted in order to improve its capabilities as a weapon. It does not need to be physically concealed to be considered a ‘concealed weapon,’ your Stealth check to hide the weapon is more of you making it look like you actually need the cane for medical or fashion reasons. However, if examined closesly, a DC 20 Perception check will detect the increased weighting of the cane and expose it for what it is. A weighted cane can be used to perform the grapple attack required to use the Trip feat, doing so provides a +2 bonus to the check. Weighted Canes are treated as a two-handed weapon regardless of how it is wielded for the purposes of Strength bonus to damage, therfore you add 1.5x your Strength modifier instead of just your Strength modifier.
Advanced
| Name | Size | Cost | Damage | Stun Damage | Weight | Type | Availability | Qualities |
| Vibrodagger | Tiny | 200 | 2d4 | – | 1 kg | Slashing or Piercing | – | NanoStore |
| Vibroknucklers | Unarmed | 200 | +3 | – | 0.5 kg | Slashing | Restricted | – |
| Shock Whip | Small | 1200 | 1d6 | – | 2.3 kg | Bludgeoning | Restricted | – |
| Vibroblade | Small | 250 | 2d6 | – | 1.8 kg | Slashing or Piercing | Licensed | NanoStore |
| Dire Vibroblade | Medium | 60 | 2d6 | – | 2 kg | Slashing or Piercing | Licensed | NanoStore |
| Electropole | Medium | 1500 | 2d8 | 2d8 | 1.3 kg | Bludgeoning and Energy | Licensed | – |
| Force Pike | Medium | 500 | 2d8 | 2d8 | 2 kg | Piercing and Energy | Restricted | – |
| Vibrobayonet | Medium | 350 | 2d6 | – | 1 kg | Piercing | Licensed | NanoStore |
| Vibrorapier | Medium | 500 | 2d6 | – | 1.4 kg | Slashing or piercing | Restricted | NanoStore |
| Double Vibroblade | Large | 550 | 2d6/2d6 | – | 4 kg | Slashing | Licensed | NanoStore |
| Electrostaff | Large | 3000 | 2d6/2d6 | 2d6/2d6 | 2 kg | Bludgeoning and Energy | Restricted | – |
| Shockstaff | Large | 3500 | 2d6/2d6 | 2d6/2d6 | 3 kg | Bludgeoning and Energy | Restricted | – |
| Static Pike | Large | 200 | 2d6 | 2d6 | 1.8 kg | Energy and Piercing | Restricted | – |
| Vibro-Ax | Large | 500 | 2d10 | – | 6 kg | Slashing | Restricted | NanoStore |
| Vibroblade, Double | Large | 550 | 2d6/2d6 | – | 4 kg | Slashing | Licensed | NanoStore |
| Vibrosword | Large | 450 | 2d8 | – | 3 kg | Slashing or Piercing | Licensed | NanoStore |
Dire Vibroblade – The dire vibroblade is merely a vibroblade with a larger hilt, making it easier to wield in two hands (and thus allowing Medium characters to gain double their Strength bonus to damage with the weapon). A dire vibroblade requires an energy cell to operate.
Double Vibroblade – A double vibroblade is a double weapon. You can attack with both ends of the weapon as a full-round action, but both attack rolls take a -10 penalty although certain feats and talents can reduce the penalties). A double vibroblade requires two energy cells to operate.
Electropole – An electropole requires two energy cells to operate. Can be thrown.
Electrostaff – An electrostaff is a double weapon. You can attack with both ends of the weapon as a full-round action, but both attack rolls take a -10 penalty although certain feats and talents can reduce the penalties). An electrostaff requires two energy cells to operate.
Force Pike – A force pike requires two energy cells to operate.
Shock Whip – A shock whip consists of a metal grip from which extend long, thick wires woven together into a single strand. The metal grip houses a power cell that can send a surge of energy through the shock whip’s cord, issuing an electric shock to the target. A shock whip is a melee weapon with a reach of 2 squares. When you hit with the shock whip, the target takes normal damage from the weapon (as listed on the table). Also on a hit, you can choose to make a grab attack (as a free action) against the target using the whip, provided the target is no more than one size category larger than you. Unlike a normal grab attack, you make a second attack roll at the normal attack bonus with the whip, and you do not take a -5 penalty on the attack roll. If this second attack roll hits, the target is grabbed. As a swift action once per turn, you can automatically deal 2d6 energy damage to a target grabbed by the shock whip (no additional attack roll required). If you have the Trip feat, you can choose to use the shock whip to knock the target prone instead of making a grab attack. While grabbing a target with the shock whip, you cannot use the weapon to make attacks against any other targets. A shock whip requires an energy cell to operate.
Shockstaff – The shockstaff does stun damage equal to its normal damage, and can be set to stun as a swift action. A shockstaff is a double weapon. You can attack with both ends of the weapon as a full-round action, but both attack rolls take a -10 penalty (although certain feats and talents can reduce these penalties). A shockstaff requires two energy cells to operate. You can switch between wielding a shockstaff 1-handed or 2-handed as a swift action. While you are wielding a shockstaff one-handed you cannot use it as a double weapon.
Static Pike – Static pikes can be set to deliver either lethal or stun damage. A static pike is balanced, allowing the wielder to throw it like a spear. A static pike requires an energy cell to operate.
Vibro-Ax – A vibro-ax requires two energy cells to operate.
Vibrobayonet – When mounted on a rifle, a vibrobayonet allows you to use a rifle as a potent melee weapon. Even if you used the rifle to make a ranged attack on your last turn, you still threaten squares within your reach as long as your rifle has a mounted vibrobayonet, and you can use it to make attacks of opportunity. A vibrobayonet requires two hands to use when mounted on a rifle. A vibrobayonet cannot be used when mounted on a rifle with a folded stock. A vibrobayonet detached from a rifle functions as a vibrodagger; a mounted vibrobayonet deals more damage than the vibrodagger because of the added leverage and bulk. A vibrobayonet requires an energy cell to operate. (Its power does not drain energy from the rifle’s power pack.)
Vibrodagger – A vibrodagger requires an energy cell to operate. A vibrodagger can be thrown, but that’s a colossal waste of money.
Vibroblade – A vibroblade requires an energy cell to operate.
Vibroknucklers – A character wearing vibroknucklers deals +3 points of damage on a successful unarmed attack. Like combat gloves, vibroknucklers are two sizes smaller than their wearer (for example, vibroknucklers designed for a Human are Tiny). Because of how they are worn, vibroknucklers can’t be disarmed or dropped. Additionally, while wearing vibroknucklers, your unarmed attacks are considered to be both a normal unarmed attack (treated as a simple weapon) as well as an attack with an advanced melee weapon. Vibroknucklers require an energy cell to operate.
Vibrorapier – A vibrorapier requires two energy cells to operate. A vibrorapier is treated as a small weapon for purposes relating to feats and talents that only affect light weapons.
Vibrosword – A vibrosword requires two energy cells to operate.
Exotic
| Name | Size | Cost | Damage | Stun Damage | Weight | Type | Availability | Qualities |
| Garrote | Small | 50 | 1d6 | – | 0.5 kg | Slashing |
|
– |
| Vibro-Saw | Large | 400 | 2d10 | – | 10 kg | Slashing | Licensed | – |
Garrote – A garrote requires two hands to use, and any attack made with the garrote is treated as a grab attack (see page 152 of the Saga Edition core rulebook). Bonuses granted by talents and feats apply to the grab attack as though it was a garrote attack; for example, a character with the Weapon Focus (garrote) feat gains a +1 bonus on grab attacks made with the garrote. The effects of a garrote are felt on the target’s turn. At the beginning of the grabbed target’s turn, before it can take any actions, the target takes damage from the garrote and moves -1 step along the condition track. The target also suffers the normal effects of a grab. The target may attempt to break the grab, as normal.
Vibro-Saw – A vibro-saw ignores a target’s Damage Reduction. A vibro-saw requires two energy cells to operate.
Ranged Weapons
Reloading – Any weapon that uses a clip can be reloaded as a move action. For weapons that use internal magazines, a move action instead reloads a number of rounds equal to your Dexterity modifier.
Rate of Fire
Single – Single-fire weapons can only be fired once per round. They cannot be used with Rapid Shot or any other ability that fires more than one shot.
S – Semiautomatic weapons can be fired multiple times per round. It can be fired once as a standard action, twice as a standard action with a -2 penalty to attack for +1 die of damage (as the Rapid Shot feat), or – if the user has the Rapid Shot feat – three times as a standard action with a -4 penalty to attack for +2 dice of damage.
A – If a weapon has ‘S,A’ as a rate of fire, it is capable of both semiautomatic and automatic fire, and can switch between modes as a swift action. If it has only ‘A’ it is only capable of automatic fire. Automatic fire targets a 2-square by 2-square area, and makes a single attack at a -5 penalty to attack and compares that attack to the Reflex defense of all targets in the area. If you beat the target’s Reflex defense, it takes full damage – otherwise it takes half damage. This counts as an area-of-effect attack. Autofire consumes 10 shots of ammunition, and cannot be used unless you have enough ammunition loaded. If you are using an autofire-only weapon, you may brace your weapon by taking two swift actions in the same round immediately before making your attack. When you brace an autofire-only weapon, you only take a -2 penalty on your attack roll when making an autofire attack or using the Burst Fire feat. Only heavy weapons, rifles, and pistols with an extended stock can be braced.
Simple
| Name | Size | Cost | Damage | Rate of Fire | Weight | Ammo Capacity | Availability | Qualities |
| Grenade, Adhesive | Tiny | 200 | – | Single | 0.5 kg | – | Restricted | – |
| Grenade, Baton | Tiny | 150 | 5d4 Nonlethal Bludgeoning | As Grenade Launcher | 0.5 kg | – | Restricted | – |
| Grenade, Concussion | Tiny | 400 | 8d6 Bludgeoning | Single | 0.5 kg | – | Military | – |
| Grenade, Cryo | Tiny | 500 | 3d6 Cold | Single | 0.5 kg | – | Restricted | – |
| Grenade, Frag | Tiny | 200 | 4d6 Slashing | Single | 0.5 kg | – | Military | – |
| Grenade, Gas | Tiny | 250 | 4d6 Stun | Single | 0.5 kg | – | Military | – |
| Grenade, Ion | Tiny | 250 | 4d6 Ion | Single | 0.5 kg | – | Military | – |
| Grenade, Radiation | Tiny | 500 | 3d8 Energy | Single | 0.5 kg | – | Illegal, Rare | |
| Grenade, Smoke | Tiny | 100 | – | Single | 0.5 kg | – | Restricted | – |
| Grenade, Stun | Tiny | 250 | 4d6 Stun | Single | 0.5 kg | – | Restricted | – |
| Sonic Detonator | Tiny | 800 | 1d4 Sonic plus 4d8 Stun | Single | 0.5 kg | – | Military | – |
| Targeting Laser | Tiny | 50 | Special | Single | 0.1 kg | – | Licensed | – |
| Thermal Detonator | Tiny | 2000 | 8d6 B/S/P/Fire | Single | 1 kg | – | Military | – |
| Grenade, EMP | Small | 500 | 3d6 Ion | Single | 0.5 kg | – | Restricted | – |
| Sling | Small | 35 | 1d4 Bludgeoning | Single | 0.3 kg | 1, Sling Bullets | – | – |
| Bow | Medium | 300 | 1d6 Piercing | S | 1.4 kg | 1, Arrows | – | NanoStore |
| Crossbow | Medium | 300 | 1d8 Piercing | Single | 1.8 kg | 1, Crossbow Bolts | – | Inaccurate |
| Crossbow, Repeating | Medium | 400 | 1d8 Piercing | S | 1.2 kg | 10 rounds (clip), Crossbow Bolts | – | Inaccurate |
| Darter | Medium | 150 | 1 Piercing | Single | 3 kg | 1, Darter Cartridges | Licensed | – |
| Composite Bow | Large | 2000 | 1d8 Piercing | S | 2 kg | 1, Arrows | – | NanoStore |
| Net | Large | 25 | – | Single | 4.5 kg | – | – | – |
Bow – The wielder’s Strength modifier applies to damage deal with a bow. A bow only holds a single arrow at a time, but it can be reloaded as a free action.
Crossbow – A crossbow holds only a single bolt at a time, and it requires a move action to reload.
Crossbow, Repeating – A magazine can be replaced as a move action.
Composite Bow – It functions just like a typical bow(see above) but it utilizes a series of pulleys and cams that increase its range and overall force. This weapon uses double the values of the Simple Weapon ranges.
Darter – A darter is a large pistol that launches a dart by use of a compressed air canister. Although the range is limited and the damage minor, the darts can deliver poison or a surveillance tagger. Poachers, game wardens, security personnel, assassins, and even medical personnel use darters in their duties. A darter’s maximum range is the Short range increment. A dart carrying poison delivers the toxin if the darter successfully deals damage.
Grenade, Adhesive – Designed as a method of riot control, the adhesive grenade explodes with an incredibly sticky substance that anchors a target to the ground and slowly dissolves so as not to trap targets for long periods of time. Any targets in the 1-square blast radius must succeed on a grapple check against the attacker’s ranged attack roll or they will be unable to move. This effect lasts for 3 rounds, and once a character has broken free he or she need not make another grapple check to move through the blast radius.
Grenade, Baton – This solid round for grenade launchers is normally made of plastic or a plastic-like material, and is launched directly at a target rather than at an enemy formation. In addition to the damage it deals, if the target’s Fortitude Defense is beaten by your attack roll, than the target is knocked prone. This grenade can only be fired from a grenade launcher of any kind. It can be made for Micro Grenade Launchers, in which case it does 3d4 damage instead of 5d4.
Grenade, Concussion – When you make an area attack with a concussion grenade, you make a single attack roll and compare the result to the Reflex Defense of every target in the grenade’s 2-square burst radius. Creatures hit by the attack take full damage; creatures that are missed take half damage. A target that has the Evasion talent (see page 50 of the SECR) takes half damage from a successful attack and no damage if the attack misses.
Grenade, Cryo – If the grenade’s attack roll also beats the target’s Fortitude Defense the target’s speed is reduced to 2 squares until the end of its next turn.
Grenade, EMP – When you make an area attack with an EMP grenade, make a single attack roll and compare the result to the reflex defense of every target in the grenade’s 2-square burst radius. Vehicles, electronic devices, and cybernetically enhanced creatures hit by the grenade take normal ion damage, or half damage on a miss. If the ion damage dealt by the weapon would reduce a target to 0 points (before the ion damage is halved), the target is pushed -5 steps down the condition track and disabled. Creatures without cybernetics take half ion damage on a hit or no ion damage on a miss, and they suffer no other ill effects. A target with the Evasion talent takes half damage from a successful attack and no damage if the attack misses.
Grenade, Frag – 2 square burst radius, explodes on contact after thrown, dealing damage in the same turn it is hurled. When you make an area attack with a frag grenade, you make a single attack and compare the result to the Reflex Defense of every target in the grenade’s burst radius. Creatures you hit take full damage, and creatures you miss take half damage. A target with the Evasion talent takes half damage from a successful attack and no damage if the attack misses.
Grenade, Gas – Gas grenades deploy an airborne chemical agent that can render unprotected creatures unconscious. A gas grenade bursts on contact after being thrown, taking effect in the same round in which it is hurled. When you make an attack with a gas grenade, you make a single attack roll and compare it to the Fortitude Defense of every target within the grenade’s 4-square blast radius. Creatures hit by the attack move -2 steps on the condition track (-1 step if the target has Evasion; see page 50 of the SECR). If the attack misses, there is no effect on any target. Creatures protected from atmospheric hazards are unaffected by the attack of a gas grenade. Additionally, the area of the blast is filled with gas, providing concealment to all creatures within the blast area whether or not a creature is affected by the initial blast; likewise, all targets outside the blast area have concealment from any creature within the blast area. The gas persists until the end of the attacker’s next turn, at which point it dissipates.
Grenade, Ion – The standard ion grenade unleashes a brief electrostatic pulse that disables drones, electronic devices, and vehicles within its 2-square burst radius. It is designed to explode on contact after it is thrown, effectively dealing damage in the same round it is hurled. When you make an attack with an ion grenade, you make a single attack roll and compare the result to the Reflex Defense of every target in the grenade’s burst radius. Vehicles, electronic devices, and cybernetically enhanced creatures you hit take full damage, and those you miss take half damage. In addition, the ion damage has a chance of pushing such targets down the condition track (see Ion Damage in the SECR). Creatures without cybernetics take half of the ion damage on a hit or no ion damage on a miss, and they suffer no other ill effects. A target with the Evasion talent takes half damage from a successful attack and no damage if the attack misses.
Grenade, Radiation>Outlawed by every sane organization, banned by numerous articles of war, and universally reviled and feared, the radiation grenade releases a cloud of radioactive particles that sicken any character unfortunate enough to be exposed to them. A radiation grenade explodes in a burst of light smoke, affecting everything within the 2-square burst radius. The grenade detonates on contact after it is thrown, dealing damage in the same round it is hurled. When you make an area attack with a radiation grenade, you make a single attack roll and compare the result to the Fortitude Defense of every target in the grenade’s burst radius. Creatures you hit take full damage, and creatures you miss take half damage. A target with the Evasion talent takes half damage from a successful attack and no damage if the attack misses. The target also takes the effect of exposure to radiation. The radiation grenade is treated as Moderate radiation for the purposes of damage and Treat Injury checks. Grenade, Smoke – Smoke grenades fill a 2-square burst radius with thick smoke that provides concealment and creates a smoke hazard within the area. The cloud lasts for 10 minutes.
Grenade, Stun – The standard stun grenade unleashes concussive energy that knocks out creatures within its 2-square burst radius. It is designed to explode on contact after it is thrown, dealing damage in the same round it is hurled. When you make an area attack with a stun grenade, you make a single attack roll and compare the result to the Reflex Defense of every target in the grenade’s burst radius. Creatures you hit take full stun damage, and creatures you miss take half stun damage. In addition, the stun damage has a chance of pushing targeted creatures down the condition track (see Stunning, SECR). A target with the Evasion talent takes half stun damage from a successful attack and no stun damage if the attack misses its Reflex Defense. Drones, vehicles, an objects are immune to stun damage.
Net – A net allows you to initiate a grab (see SECR 152) or grapple (see SECR 153) against a character at range. A character that is grabbed or grappled can attempt to escape the net (requiring a DC 15 Acrobatics check) or break out of it (requiring a DC 20 Strength check). You can use the Pin and Trip feats with a net, but you cannot use the Crush or Throw feats.
Sonic Detonator – When you make an area attack with a sonic detonator, make a single attack roll and compare the result to the Reflex Defense of every target in the grenade’s 2-square burst radius. Any organic life forms hit by the grenade take full stun damage, and on a miss take half stun damage. Organic targets with the Evasion talent take half stun damage on a hit, and no damage on a miss. Drones, vehicles, electronic devices and cybernetics within the burst radius take 1d4 damage on a successful hit, and take no damage on a miss. On a successful hit, targets are knocked prone and thrown back 1 square.
Sling – The wielder’s Strength modifier applies to damage dealt with a sling.
Targeting Laser – This tiny laser is used to paint targets with a beam of light to guide missiles, bombardment attacks, or other incoming fire, but it otherwise deals no damage. The laser is tunable through a broad spectrum, allowing the attacker to home in on a specific targeting laser in the otherwise chaotic jumble of battlefield laser fire. It can be used by hand or mounted on any Medium or larger weapon. To use a targeting laser, the wielder makes an attack roll, ignoring any armor bonuses to the target’s Reflex Defense. As long as the wielder repeats the attack each round, any ally who knows the frequency of the targeting laser gains a +2 bonus to attack rolls when attacking the target with a missile launcher, grenade launcher, or vehicle weapon. A targeting laser requires an energy cell to operate. The targeting laser operates at it’s own range indicated in the table at the beginning of the Weapons section.
Thermal Detonator – A thermal detonator’s timer can be set for 6 seconds (1 round) to as high as an 18-second delay (3 rounds), counting down until its explodes or is reset to its safe position. When you make an area attack with a thermal detonator, you make a single attack roll and compare the result to the Reflex Defense of every target in the grenade’s 4-square burst radius. Creatures hit take full damage, and creatures missed take half damage. A target with the Evasion talent takes half damage from a successful attack and no damage if the attack misses its Reflex Defense. WARNING: Thermal detonators work by material vaporization – NOT explosions, like a grenade. Beware collateral damage.
Heavy Weapons
| Name | Size | Cost | Damage | Stun Damage | Rate of Fire | Weight | Type | Availability | Qualities |
| Electronet | Medium | 2000 | – | 3d8 | S | 5 kg | – | Restricted | – |
| Grenade Launcher | Medium | 500 | Special | Special | S | 5 kg | Varies | Military | MicroGrav, Smart |
| Razor-net | Medium | 1750 | 1d8 | – | S | 5 kg | Slashing | Restricted | – |
| Flame Cannon | Large | 3000 | 5d6 Fire | – | S | 0.5 kg | Fire | Military | Smart |
| Mortar Launcher | Large | 2500 | 4d6 | – | Single | 20 kg | Slashing | Military | Arc, MicroGrav, Smart |
| Rocket Launcher | Large | 2000 | 4d10, special | – | S | 10 kg | Piercing | Military | Smart |
Electronet (heavy weapon ammo) – An electronet acts as a grenade that can only be fired from a grenade launcher. When an electronet is fired from a grenade launcher, target a 2×2 square area and make an attack roll, comparing the result to the reflex defense of each target in the area. If a target is hit, it takes stun damage from the electronet and is grabbed as per the normal rules for a net. Each round, at the beginning of your turn, any targets still trapped by an electronet take stun damage from the weapon at its normal amount. This weapon can only fire standard ammunition.
Flame Cannon – Mounted on ground vehicles or tripods, the flame cannon is ideal for clearing out bunkers or as a weapon of shock and terror. When mounted on a tripod, the flame cannon is treated as one size smaller for purposes of being wielded, allowing a Medium character to operate it with two hands. The flame cannon shoots a cone of burning chemicals 12 squares long and 8 squares wide at the terminus. Make a single attack roll and compare the result to the Reflex Defense of every target within this area. A successful attack deals 5d6 points of fire damage to the target. If the attack misses, the target instead takes half damage. A target with the Evasion talent takes half damage from a successful attack and no damage if the attack misses. The normal rules for fire damage apply. Reloading a flame cannon is a full-round action. The weapon can be used 20 times before its chemical supply is depleted. Replacement tanks for the flame cannon cost 600 credits and weigh 20 kg each. This weapon comes with an integrated smartgun system. The weapon requires an energy cell to operate. This weapon can only fire standard ammunition.
Grenade Launcher – Grenade launchers are military weapons that greatly improve the range of grenades. Grenades fired by grenade launchers always explode on impact, regardless of timers or other considerations. The type of grenade used determines the damage, type, and burst radius. Grenade launchers cannot be used to hurl thermal detonators because these devices are simply too big and heavy. A grenade launcher holds four grenades and has to be reloaded as a full-round action. A grenade launcher can be mounted on a rifle this takes 1 minute and requires a DC 15 mechanics check) or used as a separate weapon. This weapon comes with an integrated smartgun system. The weapon requires an energy cell to operate.
Mortar Launcher – The mortar launcher is popular with insurgents, partisans, and other underdog armies because of its ease of use, low cost, and ability to drop shells on the enemy from behind cover and at a distance. The mortar launcher consists of a tube, a tripod, and a magazine along with a built-in computer that adjusts for wind and other environmental factors. The magazine holds five shells and allows the mortar to automatically reload after every shot. Alternatively, the wielder can drop a single shell down the open tube, which fires immediately. A mortar launcher lobs shells in a high arc. Therefore, it cannot be used against targets at point blank range. Additionally, when you launch a mortar at a target, you can treat the weapon’s point of origin as being 20 squares in the air for the purposes of determining line of sight and cover. Mortar launchers fire mortar shells, which are statistically identical to grenades. This weapon comes with an integrated smartgun system. The weapon requires an energy cell to operate.
Razor-net – It functions the same as a regular net (see above), however, it is more difficult to escape (requiring a DC 20 Acrobatics check) or break out of it (requiring a DC 25 Strength check). If the target attempts either of these actions and fails, they immediately take 1d8 damage from the razor-sharp barbs embedded in the net.
Rocket Launcher – It uses 102mm High-Explosive Anti-Tank Shaped Charge ammunition and holds 2 rounds. The rocket launcher features a targeting scope. The rocket deals 4d10x2 damage to targets with equipment based DR. The additional damage does not apply to targets with DR from non-equipment sources such as the spells, talents or class features. Each pack of 2 rockets costs 100 credits and weighs 3 kg. This weapon comes with an integrated smartgun system. The weapon requires an energy cell to operate. This is a recoilless weapon, and anything in a 2-square line behind you when you fire it takes 4d6 fire damage from the rocket exhaust.
Exotic
| Name | Size | Cost | Damage | Stun Damage | Rate of Fire | Weight | Type | Availability | Qualities |
| Flamethrower | Medium | 1000 | 3d6 fire | – | S | 7 kg | Fire | Military | – |
Flamethrower – The flamethrower is a ranged weapon that shoots a cone of burning chemicals 6 squares long and 6 squares wide at the terminus. Make a single attack roll and compare it to the Reflex Defense of every target within this area. A successful attack deals 3d6 points of fire damage to the target; if the attack misses, the target takes half damage instead. A target with the Evasion talent takes half damage from a successful attack and no damage if the attack misses. Reloading the flamethrower is a full-round action. The weapon can be used five times before its chemical supply is depleted. Replacement chemical cartridges for the flamethrower costs 200 credits and weigh 4kg each. The weapon requires an energy cell to operate.
Explosives
Sometimes a mission calls for the use of more powerful explosives than grenades or thermal detonators. Set explosives aren’t ranged weapons and can’t be used like grenades. Placing an explosive requires a Mechanics check (see Skills).
When set and activated, a charge’s timer begins counting down. Standard timers can be set with as much as an hour delay. Longer delays require specialized timers.
With a successful Mechanics check, explosives ignore the damage reduction of objects to which they’re attached. Particularly good Mechanics check results can increase the damage even more (see the Handle Explosives use of the Mechanics skill). Multiple explosives rigged to explode at the same time deal extra damage: Every time you double the number of explosives used, you add +2 dice of damage. For example, two blocks of detonite deal 7d6 points of damage, while four blocks deal 9d6 points of damage.
| Name | Size | Cost | Damage | Stun Damage | Weight | Type | Availability |
| Explosive Charge | Diminutive | 1500 | 10d6 | – | 0.5 kg | B/S/P | Restricted |
| Mine, Anti-vehicle | Diminutive | 1500 | 10d6 | – | 0.5 kg | B/S/P | Military |
| Manual Trigger | Fine | 100 | – | – | 0.1 kg | – | Licensed |
| Timer | Fine | 250 | – | – | 0.1 kg | – | Licensed |
| Mine, Anti-personnel | Tiny | 500 | 6d6 | – | 1 kg | Piercing | Military |
| Mine, Flechette | Tiny | 1200 | 8d6 | – | 0.5 kg | Piercing | Illegal |
| Mine, Ion | Tiny | 800 | 8d6 ion | – | 0.5 kg | Ion | Military |
| Mine, Land | Tiny | 500 | 8d6 | – | 0.5 kg | B/S/P | Military |
| Mine, Laser Trip | Tiny | 700 | 6d6 | – | 0.5 kg | B/S/P | Military |
| Mine, Limpet | Tiny | 300 | 6d6 | – | 0.5 kg | B/S/P | Military |
| Mine, Proximity | Tiny | 1500 | 6d6 | – | 0.5 kg | B/S/P | Military |
| Thermal Bomb | Tiny | 800 | Special | – | 0.5 kg | Fire | Restricted |
Explosive Charge – 1 square burst radius.
Thermal Bomb – Any target successfully hit in the 2-square burst radius takes an immediate 3d6 fire damage and fire damage (see Fire, SE 255) each round afterward until the flames are extinguished. Missed targets within the burst radius take half damage and do not catch fire.
Mine, Anti-personnel – An antipersonnel mine is a shaped explosive that discharges shrapnel in a cone, rather then exploding over an area. Retractable magnetic spikes on the bottom of the mine allow it to be securely placed in the ground or attached to a metallic object, such as a vehicle or building. It can be detonated using a timer, a manual trigger, or a tripwire. Setting a tripwire requires a DC 10 Mechanics check. Any character, creature, drone, or vehicle moving into a wired square detonates the mine. Multiple antipersonnel mines can be linked together with an additional DC 10 Mechanics check per mine. When one mine is activated, all the linked mines detonate, each dealing separate damages to all targets within the area of effect. An antipersonnel mine damages everything in a 6-square cone in a direction that is determined when the mine is placed and activated.
Mine, Anti-vehicle – The anti-vehicle mine was specifically designed to damage many types of vehicles. It is placed in or on the ground (in any square adjacent to you) and is triggered when any ground vehicle enters the square in which it is placed. The mine cannot be triggered by anything other than a vehicle moving through its square, ensuring that it is not accidentally triggered by a trooper and maximizing the damage to enemy vehicles.
Mine, Flechette – A flechette mine can cause grievous harm to anyone it damages. It contains thousands of tiny shards of metal that, when the mine is triggered, fly into the air and bury themselves deeply into any targets within the blast radius. A flechette mine is placed in or on the ground (in any square adjacent to you) and is triggered when any character, creature, or vehicle enters the square in which it is placed. A flechette mine damages everything in a 2-square burst radius.
Mine, Ion – An ion mine deals ion damage to everything in a 2-square burst radius.
Mine, Land – A typical landmine used by the troopers during the Third World War. This device is planted and set to explode when any object with a mass of over 25 kilograms moving at a velocity of under 30 km/h comes within 1 square of the mine. The explosion causes massive damage in a 2-square burst radius.
Mine, Laser Trip – Often used in high-security areas or in places where security is more important than the preservation of the structure, laser trip mines use a nearly invisible laser beam that acts as a tripwire to detonate the mine. A laser trip mine is placed on the ground (in any square adjacent to you) or against any other solid surface; you then designate a single solid surface within 6 squares as the laser’s terminus. The mine is triggered when any character, creature, or vehicle enters a square that is part of the line between the square where the mine is placed and the square that is the laser’s terminus. A laser trip mine damages everything in a 2-square burst radius.
Mine, Limpet – The shaped charge of the limpet mine causes negligible damage beyond its 1-square burst radius and ignores the DR of the object or vehicle it is attached to. Activating a limpet mine is a standard action. The detonation is delayed for one round, providing opportunity to move away before the limpet mine explodes. Vehicles and drones that are Large or larger offer sufficient surface area for attaching a limpet mine, but the mines cannot be used on characters or smaller drones.
Mine, Proximity – These explosives were typically used by commando units during the Third World War. A small shaped charge focuses a forward-directing blast when movement is detected within 2 squares in front of the device. While the proximity mine itself has a fairly low yield when compared to other explosives, typically they were attached to combustible materials to create a much larger explosion when an unsuspecting target ventured too close. The detonation explodes in a cone pattern 2 squares wide by 4 squares long at the terminus.
Timer – A timer is used to detonate explosives after a set period of time (ranging from seconds to days, or even weeks).