Dweller Weapons

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 (Advanced Melee for Non-Dwellers)

Name Size Cost Damage Weight Availability Qualities
Dweller Throwing Blades Medium ???? 1d10 Slashing or Piercing 1 kg Common (Dwellers), Rare (Everyone else) Throwable (see below)

Throwing Blades – These bladed weapons are often found in the hands of High Dwellers. While they are the size of small swords, advanced metallurgy practices have lead to their weight being reduced to that of a much smaller blade, while still retaining a lethal edge. They can be thrown at standard thrown weapon ranges, dealing piercing damage instead of slashing or piercing damage. These weapons count as light weapons for the purposes of feats and talents that only apply to light weapons.

Advanced

Name Size Cost Damage Rate of Fire Weight Ammo Capacity Availability Qualities

Exotic

Name Size Cost Damage Rate of Fire Weight Ammo Capacity Availability Qualities

Ranged Weapons

Dweller ranged weaponry uses a still-unknown method (seemingly a form of gravity manipulation) to accelerate a projectile down their barrels towards their targets. These weapons require both ammunition and power cells (of a unique Dweller design), which are tracked separately for the purposes of ammunition use. TAAF scientists have not yet worked out a way to recharge or manufacture Dweller power cells, but the physical ammunition for these weapons is easily available. Dweller ranged weaponry does NOT count as a slugthrower weapon for the purposes of the Sport Hunter feat. Dweller ranged weaponry DOES count as an energy weapon even though it does not deal energy damage.

Reloading – Any weapon that uses a clip can be reloaded as a move action.  For weapons that use magazines (such as the M206 Shotgun), 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

 

Pistols

Name Size Cost Damage Rate of Fire Weight Ammo Capacity Availability Qualities
Dweller Pistol Medium ???? 2d8 Piercing S 2 kg Military (Dwellers), Rare (Everyone else)

Dweller Pistol – This pistol has an ammunition capacity of 40, but requires a Dweller power cell to fire, which must be replaced after 80 shots.

 

Rifles

Name Size Cost Damage Rate of Fire Weight Ammo Capacity Availability Qualities
Dweller Sniper Rifle Large ???? 2d10 Piercing S 8 kg Military (Dwellers), Rare (Everyone else)

Dweller Sniper Rifle – This rifle has an ammunition capacity of 20, but requires a Dweller power cell to fire, which must be replaced after 40 shots.

 

Heavy Weapons

Name Size Cost Damage Stun Damage Rate of Fire Weight Type Availability Qualities
Dweller Heavy Repeater Huge ???? 2d12 Piercing A 10 kg Military (Dwellers), Rare (Everyone else)
Dweller Light Cannon Huge ???? 5d10x2 Piercing S 20 kg Military (Dwellers), Rare (Everyone else)

Dweller Heavy Repeater – This is a rotary weapon, utilizing multiple rotating barrels to sustain a heavy rate of fire without danger of overheating. It has an ammunition capacity of 200, and uses Dweller power cells that can supply enough power for 400 shots.
Dweller Light Cannon – This is an anti-vehicle weapon, commonly found on Heavy Low Dwellers and on mounted on Dweller ground vehicles. It has an ammunition capacity of 30 and uses Dweller power cells that can supply enough power for 60 shots.

 

Exotic

Name Size Cost Damage Stun Damage Rate of Fire Weight Type Availability Qualities

 

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

Epic Space Adventures Abound!