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 | Weight | Availability | Qualities |
Stone Sword, Basic | Medium | 2 Suzerains | 1d6 Slashing | 2 kg | Common (Proximan-dominant locales), Rare (all other) |
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
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 |
Rifles
Name | Size | Cost | Damage | Rate of Fire | Weight | Ammo Capacity | Availability | Qualities |
Heavy Weapons
Name | Size | Cost | Damage | Stun Damage | Rate of Fire | Weight | Type | Availability | Qualities |
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 |