Most Role Playing Games require the characters, at one time or another, to engage in combat at some point or another. This is one of the main reasons why some people play; even for those groups that prefer not to get into combat, sometimes a fight is unavoidable. For those times when the characters have to get into the thick of things, they'll need weapons.
Characters can carry and utilize various forms of weapons. The use of weapons on the character scale is covered more in depth in
Chapter 9.2. Weapons come in three main varieties: beam weapons (ranged weapons which fire in constant streams), projectile weapons (ranged weapons wherein a physical object is shot at the target), and melee weapons (close-range weapons that rely on a character's strength or dexterity for their capabilities). Each weapon has the following statistics:
- Name: What the weapon is called.
- Availability: At what level of technological development the weapon is available for use.
- Type: The general kind of weapon being described, either a beam, projectile, or melee weapon.
- Recharge: The amount of time that must pass before the weapon can be used again once used. Weapons with a recharge of 1 turn may be used again on the next combat round.
- Range: The maximum distance a target may be from the character in order for the weapon to be effective.
- Appendages: The number of motor appendages required to operate the weapon. Weapons count against the character's encumbrance (see Chapter 5.4). For weapons, multiply this stat by three to get the EC of the weapon, and take two to the power of the same result for the number of slots required to holster the weapon (for example, a one-appendaged weapon would have EC3 and needs eight slots (1x3 = 3, 23=8).
- Magazine: This lists the number of times a ranged weapon may be fired before it needs to be reloaded or its battery replaced. It's generally a good idea to keep track of how many shots are left in a weapon. If the GM ever needs to determine the number of shots left in a weapon (either because they didn't keep track or just generated the weapon), they may roll 1d10, with the result indicating the remaining number of shots.
- Falloff: The amount of damage lost or hit difficulty increased by each range increment the character is away from its target.
- Effects: Various asundry effects the weapon may have or cause (for a list of general examples of weapons effects, see Chapter 10.2.4.). Any HD/THD penalties listed here are for whoever is wielding the weapon, and indicate a (physically) heavy weapon.
- Class: This lists a specific Class of the weapon in question.
- Cost: This is the amount a weapon of the given Class costs, in MU.
- Damage: This lists the amount and type of damage the weapon applies to a target upon a successful hit.
- Options: This is a list of features that may be added to the weapon, which change one or more basic characteristics of the weapon. A weapon may only have one of the options listed below the weapon, if any are selected at all. Again, HD/THD penalties apply to whoever is wielding the weapon.
A "pure" Starflight-style game won't have character-scale weaponry involved, as the original games didn't include individual characters very much at all. That said, traditionally-based Starflight-style campaigns will tend to use only the Laser Gun and Grenade weapons systems without options, at least for starfaring races. For industrial races, the slugthrower is the recommended weapon of choice. More primitive races will tend to use melee weaponry more heavily than starfaring races, and bow-and-arrow style weaponry as a ranged option. Other weapons listed here, as well as the options that go with them, are meant merely as examples of what a creative GM might decide to implement in the game, and as a means of adding a little variety to the game itself.
Note that the statistics listed herein are for a typical medium-sized weapon. Here are some common options that may apply to all forms of weaponry, which may be used to affect any of the basic statistics of the weapon type (at the GM's discretion):
- Age: A weapon can be more or less effective depending on how long ago the weapon was manufactured. A three-thousand year old firearm may be priceless (at least to a collector), but it's probably not going to fire worth a damn, so it's useless as a weapon (unless it's used as an improvised club).
- Quality: A weapon that was well manufactured may have capabilities that go above and beyond what the weapon was originally designed for. Effects of a well-made weapon may include longer than normal range, faster reload, or extra punch. Deliberately trying to acquire an above average quality weapon will almost always be more expensive than your average weapon. Conversely, weapons of below average quality may not perform nearly as well as a run-of-the-mill weapon. Those of the worst quality may even break or jam whenever someone attempts to use them (the GM can roll 1d10 when the weapon is used; if the number rolled is lower than the weapon's class, it malfunctions). The key thing about quality is that unless a character has innate knowledge of weaponry, it'll almost always be impossible to tell a high quality weapon from a low one.
- Rarity: Depending on where you try to acquire a weapon, it might be less common (and therefore more expensive). Weapons might also be rarer because fewer of them were made, or because they are an older type of weapon and few specimens of that weapon survive. In any of these cases, acquiring the weapon is likely to be quite pricey.
- Size: Weapons don't necessarily have to be one size fits all...there would be some species that couldn't use a weapon either because it's too heavy for them to lift or because the weapon is too delicate or small to be effective. GMs can make larger or smaller weapons of the same type and class in this case. Usually, larger weapons are more expensive and have higher ECs, while smaller ones are less expensive and less encumbering. Regardless of the weapon's size, though, it still does the same damage as a basic model of that weapon (a Class One Laser Gun is a Class One Laser Gun, whether it's large, medium, or small.
Finally, as with many of the other sections in this rulebook, this list is by no means meant to be a complete directory of every weapon that can be used in the game. GMs are welcome to create their own weapons to add to a campaign, using the item creation rules in
Chapter 10.2.4. Should a character want to use a a type of weapon that is not listed here, it’ll be up to the GM whether or not to allow the weapon type in question. If it is allowed, one of the existing weapons can be modified into the new weapon, or the GM may just create the weapon themselves. If adapting a weapon, the GM will need to adjust the stats as they deem necessary. The player in question may offer suggestions, but under no means should they be allowed to make the weapon entirely by themselves.
Beam Weapons
Laser Gun
- Availability: Industrial Age
- Type: Beam
- Recharge: 1 turn.
- Range: 1625m (Sniper); double range penalty for weather.
- Appendages: One (Class One through Class Five); Two (Class Six through Class Ten).
- Magazine: Requires Medium Battery. Use number of charges equal to Weapon Class per shot.
- Falloff: -1 Damage per range increment (minimum 10)
- Effects: Burns. All lasers cause double the normal amount of Wounds (see Chapter 12.4.2 for further details). Weapon damage reduced by 10% in precipitation.
Laser Cannon| | Basic Cost | Damage |
|---|
| Class One | 0.8 | 10 |
|---|
| Class Two | 2 | 20 |
|---|
| Class Three | 5.4 | 35 |
|---|
| Class Four | 9 | 50 |
|---|
| Class Five | 15 | 65 |
|---|
| Class Six | 30 | 70 |
|---|
| Class Seven | 60 | 75 |
|---|
| Class Eight | 120 | 80 |
|---|
| Class Nine | 240 | 90 |
|---|
| Class Ten | 4 |
80100 |
*Options:
Dazzler; falloff -20 damage per range increment, 0.5* cost, Non-Lethal Damage only.
Phased Beam; 2.0* cost, weapon can be set for Non-Lethal, Basic, or Lethal Damage and can be fired at lower "Class" settings.
Spread-Beam; falloff -15 damage per range increment, 1.1* cost, fires in 45-degree cone ahead of the weapon, spreads 1/2 total damage (round down) to all targets in firing cone.
Compressed Pulse; projectile weapon, falloff -5 damage per range, +5 HD per range increment, 2* cost, 1.5* damage.
Pulse Repeater; projectile weapon, falloff -5 damage per range, +5 HD per range increment, 3* cost, 1.1* damage, fires a number of times per round equal to the weapon's Class, plus one.
Flamethrower
- Availability: Metal Age
- Type: Beam
- Recharge: 2 turns.
- Range: 125m (Range 5; Metal Age), 250m (Range 10; Industrial Age), 375m (Range 15; Starfaring Age)
- Appendages: Two (All Classes).
- Magazine: Requires Flammable Gas Canister (any size), uses charges equal to weapon's class per shot.
- Falloff: +5 HD per range increment
- Effects: Burns. Causes Fire Damage to all targets hit and double Wounds (see Chapter 12.4.2 for further details). Cannot be used in space or underwater.
Flamethrower| | Basic Cost | Damage |
|---|
| Class One | 0.2 | 3 |
|---|
| Class Two | 0.5 | 7 |
|---|
| Class Three | 1.35 | 12 |
|---|
| Class Four | 2.25 | 17 |
|---|
| Class Five | 3.75 | 22 |
|---|
| Class Six | 7.5 | 23 |
|---|
| Class Seven | 15 | 25 |
|---|
| Class Eight | 30 | 27 |
|---|
| Class Nine | 60 | 30 |
|---|
| Class Ten | 1 |
2033 |
*Options:
Spread-Fire; Industrial Age, -1 range, spread 1/2 damage (round down), fires in 45-degree cone ahead of the weapon.
"Greek Fire"; 1.5* cost, 1.5* damage, doubles DC required to put out the fire.
Napalm; Industrial Age, -1 range, 2* cost, can set metal-skinned objects (including armor) on fire.
Cryo-Gas Dispenser; Starfaring Age; 1.1* cost, requires Cryogenic Gas Canister, causes Cold Damage equal to five plus Class rating severity levels (
see Chapter 12.4.2) instead of indicated Fire Damage, causes added amount Non-Lethal damage equal to double Lethal damage caused.
Sonic Gun
- Availability: Starfaring Age
- Type: Beam
- Recharge: 2 turns.
- Range: 125m (Range 5).
- Appendages: One (Class One through Three); Two (Class Four through Seven); Three (Class Eight through Ten).
- Magazine: Requires Large Battery, uses two times weapon's class in number of charges per shot.
- Falloff: -10 damage per range increment, or -5 damage per range increment if underwater.
- Effects: Non-Lethal Damage only. Inoperative in space or in a vacuum. Class Seven and higher weapons add a -1 HD/THD penalty.
Sonic Gun| | Basic Cost | Damage |
|---|
| Class One | 1.2 | 10 |
|---|
| Class Two | 3 | 25 |
|---|
| Class Three | 8.1 | 40 |
|---|
| Class Four | 13.5 | 55 |
|---|
| Class Five | 22.5 | 85 |
|---|
| Class Six | 45 | 90 |
|---|
| Class Seven | 90 | 95 |
|---|
| Class Eight | 180 | 100 |
|---|
| Class Nine | 360 | 105 |
|---|
| Class Ten | 7 |
20115 |
*Options:
Rifle; 1.5* cost, requires +1 Appendages. Range 250m (Range 10).
Boom Cannon; 3*cost, all classes require a Tripod Mount, -1 HD/THD per Class, range 2500m (sniper), can be set for Basic Damage.
Particle Projection Cannon (PPC)¶
- Availability: Starfaring Age
- Type: Beam
- Recharge: 1 turn
- Range: 25 meters (Range 1) per weapons class.
- Appendages: One (All Classes).
- Magazine: Requires Large Battery, uses one charge for every two weapons classes per shot.
- Falloff: For each range increment, does one lower class of damage.
- Effects: Basic Damage. Target is automatically Dazed and knocked prone (roll the Reflex Save to check for critical failure).
Particle Projection Cannon (PPC)| | Basic Cost | Damage |
|---|
| Class One | 2 | 30 |
|---|
| Class Two | 5 | 60 |
|---|
| Class Three | 13.5 | 100 |
|---|
| Class Four | 22.5 | 150 |
|---|
| Class Five | 37.5 | 200 |
|---|
| Class Six | 75 | 210 |
|---|
| Class Seven | 150 | 225 |
|---|
| Class Eight | 300 | 250 |
|---|
| Class Nine | 600 | 275 |
|---|
| Class Ten | 1 |
200300 |
*Options:
Long Range; 1.5* cost, Class Six through Ten requires two Appendages, +3 range (75 m), no falloff until after 75m (Range 3).
Repeater; 2* cost, Class Ten requires two Appendages, weapon fires a number of times per round equal to the weapon's Class, plus one.
Projectile Weapons
Slugthrower
- Availability: Metal Age
- Type: Projectile
- Recharge: 3 turns (Metal Age), 2 turns (Industrial Age), 1 turn (Starfaring Age)
- Range: 75m (Range 3; Metal Age), 225m (Range 9; Industrial Age), 375m (Range 15; Starfaring Age)
- Appendages: One (All Classes; Can choose to use Two appendages, adds +2 to Attack Roll).
- Magazine: 1 (Metal Age), 6 (Industrial Age), 20 (Starfaring Age)
- Falloff: +20 HD per range increment (Metal Age), +10 HD per range increment (Industrial/Starfaring Ages)
- Effects: Metal Age weapons limited to Class One. Industrial Age weapons limited to Class One through Class Five.
Slugthrower| | Basic Cost | Damage |
|---|
| Class One | 0.96 | 15 |
|---|
| Class Two | 2.24 | 30 |
|---|
| Class Three | 4.8 | 55 |
|---|
| Class Four | 9.6 | 75 |
|---|
| Class Five | 16 | 115 |
|---|
| Class Six | 32 | 120 |
|---|
| Class Seven | 64 | 130 |
|---|
| Class Eight | 128 | 135 |
|---|
| Class Nine | 256 | 140 |
|---|
| Class Ten | 5 |
12150 |
*Options:
Shotgun; Industrial age, 1.1* cost, requires +1 Appendages (no bonus), -2 range (-50m), +15 HD per range increment, 2* damage, double Wounds.
Rifled Barrel; Industrial age, 2* cost, requires +1 Appendages (no bonus), 1.5* damage, +3 range (+75m).
Sniper Rifle; Industrial age, 2.5* cost, requires +1 Appendages (no bonus), 1.5* damage, range 2000m (sniper).
Automatic Fire; Industrial age, 3* cost, 1.1* damage, fires a number of times per round equal to the weapon's Class, plus one.
Railgun; Starfaring Age, 1.5* range, 1.5* damage, fires silently, requires Medium Battery (requires number of charges equal to weapon Class per shot to fire).
Basic (Dumb-Fire) Missile
- Availability: Industrial Age
- Type: Projectile
- Recharge: 1 turn
- Range: 15* (see effects)
- Appendages: Two (All Classes; "shoulder" mounted, also requires no pockets on at least one of the motor appendages used).
- Magazine: 1
- Falloff: +5 HD per range increment
- Effects: Anti-Vehicle Weapon. This weapon uses vehicle-scale damage and range scales. Must specify against what kind of target (land vehicle, sea vehicle, or air vehicle) the weapon is designed to be used against. -2 HD/THD per Class.
Basic Missile| | Basic Cost | Damage |
|---|
| Class One | 1.2 | 20 |
|---|
| Class Two | 2.8 | 40 |
|---|
| Class Three | 6 | 70 |
|---|
| Class Four | 12 | 100 |
|---|
| Class Five | 20 | 150 |
|---|
| Class Six | 40 | 160 |
|---|
| Class Seven | 80 | 170 |
|---|
| Class Eight | 160 | 180 |
|---|
| Class Nine | 320 | 190 |
|---|
| Class Ten | 6 |
40200 |
*Options:
Kinetic Energy; 0.5* cost, 1.5* damage, +20 HD per range increment.
Seeker; 1.2* cost, 0.8* damage, re-acquires target at +10 HD in event of miss.
Friend-or-Foe; 1.1* cost, 0.9* damage, if misses, automatically targets next enemy craft with lower initiative (or friendly craft with malfunctioning communications) at +5 HD. If no such craft exist, weapon misses.
Image Recognition; 1.5* cost, +2 HD per range increment, re-acquires target at +5 HD in event of miss, increasing by +5 HD on subsequent misses.
Electromagnetic Pulse Missile; 1.2* cost, no damage but completely disables target for a number of seconds equal to the amount of damage that would otherwise have been done.
Anti-Radiation; 1.3* cost, 0.75* damage, causes 1d% damage to target's sensors.
Radar-Guided; 1.4* cost, 0.6* damage, no HD penalty for range.
Mass Driver
- Availability: Starfaring Age
- Type: Projectile
- Recharge: 2 turns
- Range: 15
- Appendages: One (Class One through Class Six); Two (Class Seven through Class Eight).
- Magazine: Requires Medium battery. Uses one charge per weapons class per shot.
- Falloff: +10 HD per range increment, -5 damage per range increment (minimum 5)
- Effects: None
Mass Driver| | Basic Cost | Damage |
|---|
| Class One | 0.88 | 15 |
|---|
| Class Two | 2.2 | 30 |
|---|
| Class Three | 5.94 | 55 |
|---|
| Class Four | 9.9 | 75 |
|---|
| Class Five | 16.5 | 100 |
|---|
| Class Six | 33 | 105 |
|---|
| Class Seven | 66 | 115 |
|---|
| Class Eight | 132 | 120 |
|---|
| Class Nine | 262 | 135 |
|---|
| Class Ten | 5 |
28150 |
*Options:
Exploding Mass Driver; 1.5* Cost, +xd10 damage (where x is the weapon's class), use target's BHD.
Needle Mass Driver; 1.1* Cost, range 5, *1/10 damage, -1/2 target HD, bypasses shields.
Bow and Arrow¶
- Availability: Stone Age
- Type: Projectile
- Recharge: 1 round.
- Range: 25m (Range 1) per 10 points in character's Power attribute (minimum 25m).
- Appendages: Two (Class One through Class Nine); Three (Class Ten).
- Magazine: 1
- Falloff: +15 HD per range increment (Stone Age); +10 HD per range increment (Metal Age); +5 HD per range increment (Industrial Age).
- Effects: Add the character's Ranged Attack Bonus to the amount of damage caused by weapon itself when applying damage.
Bow and Arrow| | Basic Cost | Damage |
|---|
| Class One | 0.08 | 3 |
|---|
| Class Two | 0.2 | 6 |
|---|
| Class Three | 0.54 | 9 |
|---|
| Class Four | 0.9 | 12 |
|---|
| Class Five | 1.5 | 15 |
|---|
| Class Six | 3 | 18 |
|---|
| Class Seven | 6 | 21 |
|---|
| Class Eight | 12 | 24 |
|---|
| Class Nine | 24 | 27 |
|---|
| Class Ten | 4 |
830 |
*Options:
Compound Bow; Industrial Age, 1.5* cost, requires Two Appendages (All Classes), increases range to 50m per 10 points in character's Power attribute.
Sight; Industrial Age, 1.1* cost, no HD penalty for range.
Crossbow; Metal Age, 2* cost, requires Two Appendages (All Classes), Class One through Class Six can be fired with One appendage (-5 to Attack Roll), 3* basic weapon damage (without RAB added).
Grenades
- Availability: Metal Age
- Type: Projectile
- Recharge: N/A
- Range: 25m (Range 1) per 10 points in character's Power attribute.
- Appendages: One (All Classes)
- Magazine: 1.
- Falloff: +5 HD per range increment per 10 kph wind (if any). -10 damage per range increment (Metal Age); -5 damage per range increment (Industrial Age); -2 damage per range increment (Starfaring Age).
- Effects: Blast Weapon. Use target's THD or BHD as appropriate. Anti-Vehicle Weapon. Does damage in vehicle-scale hit points.
Grenade (Fragmentation)| | Basic Cost | Damage |
|---|
| Class One | 0.4 | 5 |
|---|
| Class Two | 1 | 10 |
|---|
| Class Three | 2.7 | 15 |
|---|
| Class Four | 4.5 | 20 |
|---|
| Class Five | 7.5 | 25 |
|---|
| Class Six | 15 | 30 |
|---|
| Class Seven | 30 | 35 |
|---|
| Class Eight | 60 | 40 |
|---|
| Class Nine | 120 | 45 |
|---|
| Class Ten | 2 |
4050 |
*Options: (options)
Concussion; 0.8* cost, half damage at one range increment, quarter damage at two range increments, no damage past two range increments.
Stun (Flashbang); Industrial Age, 1.1* cost, does character-scale Basic Damage plus added character-scale Non-Lethal Damage equal to weapon's base damage.
EMP Canister; Industrial Age, 1.2* cost, no damage but disables mechanical target for number of seconds equal to the normal amount of damage.
Sonic; Starfaring Age, 0.5* cost, does character-scale Basic Damage.
Satchel; Industrial Age, 3* cost, requires either shoulder (Class One through Class Five only) or back to carry, Class Six through Class Nine requires Two Appendages, Class Ten requires Three Appendages and inflicts -1 HD/THD penalty, 5* damage, half damage at one range increment, quarter damage at two range increments, no damage past two range increments. Radio control allows for controlled weapon detonation.
Melee Weapons
Blades
- Availability: Stone Age
- Type: Melee
- Recharge: N/A
- Range: 5m (Melee Range 1) per 10 points in character's Power attribute (if thrown).
- Appendages: One (Class One through Class Nine); Two (Class Ten).
- Magazine: N/A
- Falloff: N/A
- Effects: May bypass personal shield if not thrown at target. If thrust at target, add the character's MAB to the amount of damage done.
Blade (Dagger)| | Basic Cost | Damage |
|---|
| Class One | 0.1 | 2 |
|---|
| Class Two | 0.25 | 4 |
|---|
| Class Three | 0.68 | 6 |
|---|
| Class Four | 1.13 | 8 |
|---|
| Class Five | 1.88 | 10 |
|---|
| Class Six | 3.75 | 12 |
|---|
| Class Seven | 7.5 | 14 |
|---|
| Class Eight | 15 | 16 |
|---|
| Class Nine | 30 | 18 |
|---|
| Class Ten | 6 |
020 |
*Options: (options)
Axe; Metal Age, 1.1* cost, Class Eight through Class Ten requires Two Appendages, 1.5* damage.
Battle Axe; Metal Age, 1.3* cost, Class Seven through Class Ten requires Two Appendages, 2.5* damage.
Short Sword; Metal Age, 1.1* cost, Class Six through Class Ten requires Two Appendages, 2* damage.
Long Sword; Metal Age, 1.5* cost, Class Five through Class Nine requires Two Appendages, Class Ten requires Three Appendages and inflicts a -1 HD/THD penalty, 3* damage.
Laser Sword; Starfaring Age, 20* cost, does same amount of damage as a Laser Gun of equivalent class, causes Burns (double Wounds;
see Chapter 12.4.2 for further details).
Sprays
- Availability: Industrial Age
- Type: Melee
- Recharge: 1 turn
- Range: 1m per weapon class (Industrial), 5m per weapon class (Starfaring)
- Appendages: One (All Classes).
- Magazine: 20 (Industrial), 50 (Starfaring)
- Falloff: +5 HD per melee range increment.
- Effects: Basic Damage. If Visual organs are targeted, causes temporary Blindness for a number of minutes equal to the weapon's damage. If other unarmored sensory organs or reproductive organs are targeted, the target is Dazed for a number of minutes equal to the weapon's damage.
Spray (Pepper Spray)| | Basic Cost | Damage |
|---|
| Class One | 0.06 | 6 |
|---|
| Class Two | 0.15 | 12 |
|---|
| Class Three | 0.41 | 18 |
|---|
| Class Four | 0.68 | 24 |
|---|
| Class Five | 1.13 | 30 |
|---|
| Class Six | 2.25 | 35 |
|---|
| Class Seven | 4.5 | 40 |
|---|
| Class Eight | 9 | 45 |
|---|
| Class Nine | 18 | 50 |
|---|
| Class Ten | 3 |
660 |
*Options:
Tear Gas; 1.5* cost, 1.2* damage, blast weapon (use BHD), radius 50m, affects all targets in blast area, DC50 Fortitude Save to avoid becoming Dazed for a number of minutes equal to weapon's damage, magazine 1.
Sticky Foam; 5* cost, Non-Lethal damage. If hits a motor or propulsive appendage, prevents usage of that appendage for a number of rounds equal to the weapon's damage.
Clubs
- Availability: Stone Age
- Type: Melee
- Recharge: None
- Range: 0m (Melee Range Zero)
- Appendages: One (Class One through Class Five); Two (Class Six through Class Ten).
- Magazine: N/A
- Falloff: None
- Effects: Basic Damage. Add the character's Melee Attack Bonus to the amount of damage caused by weapon itself when applying damage.
Club| | Basic Cost | Damage |
|---|
| Class One | 0.08 | 1 |
|---|
| Class Two | 0.2 | 2 |
|---|
| Class Three | 0.54 | 3 |
|---|
| Class Four | 0.9 | 4 |
|---|
| Class Five | 1.5 | 5 |
|---|
| Class Six | 3 | 6 |
|---|
| Class Seven | 6 | 7 |
|---|
| Class Eight | 12 | 8 |
|---|
| Class Nine | 24 | 9 |
|---|
| Class Ten | 4 |
810 |
*Options:
Metal Club; Metal Age, +0.05 cost, +1 damage, causes Lethal Damage.
Stun Baton; Industrial Age, 1.5* cost, requires Small Battery, uses a number of charges equal to the weapon's class per impact, use THD, recharge 1 turn, causes additional Non-Lethal damage equal to three times the weapon's base damage.
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