This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.
See section 00 Legal Notes for copyright and trademark notice and Open Content and Product Identity declarations.

Weapons

Weapon Attributes
Each weapon has several attributes that describe and rate its performance within the rules.
The attributes that describe melee weapons are Damage (abbreviated “Dmg”), Type, Size, Initiative modifier (abbreviated as “Init”–note that this is not the same as the INI derived attribute for characters), Accuracy modifier (abbreviated “Acc”), Strength minimum (abbreviated “STR”– note that this is not the same as the STR derived attribute for characters), Weight (abbreviated “Wt”), Cost, and Notes.
The attributes that describe ranged weapons are Damage (abbreviated “Dmg”), Type, Size, Accuracy modifier (abbreviated “Acc”), Strength minimum (abbreviated “STR Min”– note that this is not the same as the STR derived attribute for characters), Maximum effective range (abbreviated “Max”), Rate of fire (abbreviated “RoF”), Ammunition capacity (abbreviated “Amm”), Weight (abbreviated “Wt”), Cost, and Notes.

Damage (Dmg)
The damage rating for the weapon indicates the number of dice of damage the weapon inflicts when used by a character with STR equal to the minimum STR score required for the weapon.
Ray’s character, Spike, has a STR of 3. Spike picks up a chain during a fight. The chain has a damage rating of 3d6 and a STR minimum of 3. Because Spike’s STR is equal to the minimum STR required for the chain, Spike will inflict 3d6 when he strikes an opponent.
GMs wishing to use the “flat rate” method of determining damage can convert the listed weapon damage by multiplying the number of dice times 3 and then adding any bonuses
Spike normally does 3d6 of damage with his chain. To convert the damage to flat rate damage, Ray simply multiplies the number of dice times three. Spike does 9 points of damage when using the flat rate method.
Characters with more STR than the listed minimum strength for the a weapon will do extra damage with that weapon. Characters with less STR than the listed minimum strength for a weapon may do less damage with that weapon. (See STR Min, page 76).

Type
This describes the type of damage that the weapon inflicts. The letter before the slash represents:

B = Blunt (TGH & armor apply)
P = Penetrating (only armor applies)
Sp = Special (TGH and armor may not apply; see notes).

The letter after the slash represents:

S = Stunning damage
L = Lethal damage
Sp = Special damage (see notes for effect).

For example, “P/L” indicates the weapon does penetrating lethal damage, so armor but not TGH is subtracted from the damage before applying it to the character’s LIF.
See Damage for more information about types and forms of damage and their effects in the game.

Size
Each weapon has an “optimal distance.” This is the distance that the user must be from his opponent in order to effectively and properly wield the weapon.
The optimal distance is 1 meter for short weapons (such as knives, short swords, punches and grappling maneuvers), 2 meters for medium weapons (such as swords, clubs and kicks), and 3 meters for long weapons (such as most pole-arms).
When both characters are fighting with the same sized weapons, neither character receives a bonus, even if they are at the optimal distance for their weapon.
When characters are using weapons of different sizes, however, the character with the longer weapon receives a +3 INI and +3 DEF bonus. If the opponent successfully strikes with the shorter weapon, then the bonus is reversed, to simulate that the character with the shorter weapon “got inside” the other’s defenses to his own optimal distance. If the character with the longer weapon retreats back to his optimal striking distance, he regains the advantage and respective bonuses.
Jim’s character is a gladiator fighting in the coliseum. He is using a spear and his opponent is using a short sword. Because Jim’s spear is a Long weapon, his weapon’s optimal distance is 3 meters, while his opponent’s is 1 meter because he is using a Short weapon. As long as Jim’s character remains 3 meters away from his opponent, he will receive a +3 bonus to both his INI and his DEF. If his opponent successfully strike Jim’s character, however, that means he has slipped into his own optimal distance–1 meter–and gains the +3 bonus to his own INI and DEF, and Jim loses the bonuses.

Initiative Modifier (Init)
Some weapons are bulkier and more awkward to wield than others, and some are smaller or better balanced and easier to use. To reflect these differences in weapon design, weight and balance, each weapon has a base Initiative Modifier (abbreviated “Init”). This modifier is applied as a temporary modifier to the INI score of the character using the weapon. The Initiative Modifier may be a positive number (e.g., +1), a negative number (e.g., -1), or zero.
If the character stops using the weapon the modifier no longer applies. If the character switches to a different weapon, then the new weapon’s Initiative Modifier is used.
The Initiative Modifier is in addition to any INI modifiers for STR (see STR Minimum, below) or any other INI modifiers that may be available in your game, such as from supernatural abilities, special traits, and so on.

Accuracy (Acc)
Accuracy reflects the inherent accuracy of the weapon. The Accuracy modifier (abbreviated “Acc”) is added to the character’s skill roll (not the TN) when using the weapon.
Gail is playing Elissa Longstreet, a spy for the Colonial Army, in a game set in the U.S. Revolutionary War. Elissa has a Black Powder Weapons skill of 5. During the game she is spotted trying to sneak through British-held territory. As two armed British soldiers approach her, she draws a musket pistol she had hidden in her bag and fires at one of the soldiers. Because black powder weapons are inherently less accurate than modern guns, they have an Acc of –1. When making a skill roll for Elissa to hit the British soldier, Gail subtracts 1 from her character’s skill of 5, making her effective score a 4.

Range Modifier (RMod)
The Range Modifier reflects the inherent accuracy of the weapon at longer ranges. The Range Modifier (abbreviated “RMod”) is a bonus usable only to offset or cancel negative modifiers due to range. For example, a Range Modifier of +2 means that a character using the weapon treats a –4 penalty for distance as only a –2 penalty. A weapon’s Range Modifier may not decrease modifiers for distance below 0.

STR Minimum (STR Min)
Most weapons have a minimum STR score. This is the minimum STR score required to wield the weapon effectively. Large, bulky or unbalanced weapons will have a higher STR minimum than small, balanced weapons. A weapon with “Crew” listed in the STR Min. column requires two or more people working together to operate the weapon, and no bonus or penalty is afforded regardless of their STR scores.
If a character has a STR score lower than the listed STR minimum for the weapon he is using, the character will incur a penalty to both INI and to any skill rolls made for using the weapon. For every point below the STR minimum, the character suffers a -1 INI and -1 to all skill rolls involving that weapon. In the case of melee weapons and bows, the character also does 1d6 less than the listed damage for the weapon.
These penalties are in addition to any initiative (Init) and accuracy (Acc) modifiers listed for the weapon. If damage for a melee weapon is reduced to “0d6” due to insufficient STR, then the character cannot wield the weapon well enough to inflict damage with it in a fight.
Bob has a STR 4, REF 5, and Machine-guns 5. Bob picks up a B.A.G. 92 machine-gun that has ACC -2, Init. -1, and STR Min 6. Bob’s STR is 4 (2 less than the listed STR Min of 6), so he incurs a -2 to his Initiative and to his skill rolls. The total modifier to his skill rolls is -4, and the total modifier to his Initiative is -3. Bob’s skill roll formula would look like this: REF (5) + Skill (5) + ACC (-2) + STR penalty (-2) + 3d6... or 3d6 + 6.
If a character has a STR score higher than the listed STR minimum for a melee weapon he is using, the character does extra damage. For every point of STR the character possesses above the listed STR minimum of the weapon, the character does an extra 1d6 of damage, up to a total maximum of twice the listed damage for the weapon. Having a high STR does not allow a character to do extra damage with a bow, crossbow, firearm or energy weapon.
Bob’s machine gun has run out of ammo, but the bad guys are still coming, so Bob pulls out his trusty fighting knife. A knife has a listed STR Min of 2 and a base damage of 1d6. Because Bob’s STR of 4 is two points above a STR Min of 2, Bob can inflict as much as +2d6 damage when he hits with the weapon. Unfortunately for Bob, 3d6 is more than two times the base damage for a knife, so Bob does only 2d6 points of damage with the knife. But that’s still better than normal damage, and Bob’s feeling pretty mean…

Maximum Effective Range (Max)
Maximum effective range (abbreviated “Max”) is the maximum range at which a ranged weapon, such as a bow or firearm, can reasonably hit a target at which it is aimed. While weapons can fire a projectile (e.g., an arrow or bullet) beyond the listed maximum effective range, the chances of hitting a target at this range becomes a matter of sheer luck moreso than skill. As a result, shots beyond Max range are not allowed.

Rate of Fire (RoF)
A weapon’s rate of fire (abbreviated “RoF”) indicates how often a ranged weapon may be fired and how many rounds are expended each turn. A whole number indicates the maximum number of rounds that may be fired per turn. A fraction indicates the number of turns required to reload the weapon between shots (e.g., “1/3” means the weapon can be fired once every three turns). More than one number separated by a colon indicates the weapon is capable of multiple rates of fire (e.g., 3:20 indicates the weapon is capable of firing either 3 shots per turn or 20 shots per turn). In such cases the player selects which rate of fire to use at the beginning of his character’s action.

Ammunition (Amm)
Ammunition capacity (abbreviated “Amm”) indicates how many rounds of ammunition or are contained in a ranged weapon or in an attached supply, such as a battery or magazine.
Simple missile weapons, such as crossbows and slings, have an Amm. Rating of 1 because they can’t “hold ammo” (they can only fire a single arrow or stone that is loaded and readied for use).

Weight (Wt)
The weight of the weapon, listed in kilograms.
For players wishing to convert to pounds, simply multiply the listed number by two. The actual conversion is 2.2 pounds to a kilogram, but multiplying by 2 is easier and still provides a good approximate conversion.
If you are not keeping track of the weight of equipment or other items carried by the characters in your game, then you can ignore this number.

Notes
Notes contain additional information about a weapon, such as examples of the type of weapon, special effects, and special uses of or exceptions to the basic rules.
The following annotations are used in the core rules:
AB: Auto-burst (the weapon may be fired using the autofire rules for Burst only; no Stream or Spray attacks are allowed with this weapon)
AF: Autofire (the weapon may be fired using the rules for autofire)
AP: Armor piercing (on a successful attack using this weapon, the AV of the target is halved before subtracting it from the damage caused by the attack)
BA: Bolt action
EX: Explosion (attacks using this weapon are made using the rules for Explosions)
PA: Pump action
LA: Lever action
SA: Semi-automatic
RD: Revolver, double-action
RS: Revolver, single-action
Extensions and Variants may include special rules that apply to weapons. These will be listed under “Notes” for weapons that use rules presented in those Extensions and Variants.
Steve is running a sci-fi game in which needler pistols are able to penetrate armor better than most weapons. Steve decides that the “armor piercing” ability effectively halves the armor value of the target, and notes “AP” for needlers on the weapon list under “Notes.”

Sample Weapon Lists
Melee Weapons

WeaponDmgTypeSizeInitAccSTR MinWtNotes
Ax, battle4d6P/LM-2-1510
Ax, hand2d6P/LM0031
Bat, aluminum3d6B/LM-1031
Bat, wood3d6B/LM-1032
Baton, police2d6B/LM002.5
Bayonet2d6P/LM-203.5Adds to rifle weight
Broadsword4d6P/LM-1046
Cane sword2d6P/LM003.5
Chain3d6B/LM/L-2-131
Club3d6B/LM-1031Tree limb, improvised weapon
Club, great/war5d6B/LM-2-158Japanese tetsubô
Fencing foil2d6P/LM003.5
Flail3d6P/LM-1-135
Glaive5d6P/LL-2-156Japanese naginata
Halberd4d6P/LL-2-145Japanese ôno
Katana4d6P/LM0031.5Samurai long sword
KickSpecialB/SM0000Does dmg for STR+1 (see STR Table)
Knife1d6P/LS002.25
Lance3d6B/LL-2-1410
Long sword3d6P/LM0033
Mace3d6B/LM0034
Nunchaku3d6B/LM0031
Pike4d6P/LL-2-134
PunchSpecialB/SS0000Does damage based on STR (see STR Table)
Rapier3d6P/LM0033
Short sword2d6P/LS0032Gladius
Spear3d6P/LL-1033
Staff, short2d6B/LM0021Japanese jô, cane
Staff, three-section3d6B/LM/L-1-133
Staff, quarter3d6B/LL-1032Japanese bô
Two-handed sword5d6P/LM-1-147Claymore, Japanese nodachi
Wakizashi3d6P/LM0031Japanese short sword
Whip1d6B/LL-2-13.5

High-Tech/Sci-fi Melee Weapons

WeaponDmgTypeSizeInitAccSTR MinWtNotes
Energy sword5d6P/LM+1-22.5All weight in handle; difficult to wield
Stun baton4d6B/SM002.5
Vibro-ax5d6P/LM-1-146
Vibro-knife2d6P/LS+102.25Tree limb, improvised weapon
Vibro-sword4d6P/LM0034

Simple Missile Weapons

WeaponDmgTypeAccRmodSTR MinMaxRoFAmmWtNotes
Atlatl3d6P/L-203x51/211
Bola3d6B/L-203x5–1.25
Boomerang3d6B/L-203x10–1.5
Compound bow4d6P/L0+23x201/212
Crossbow, small2d6P/L0+23501/312
Crossbow, heavy3d6P/L-1+14501/413.5
Longbow4d6P/L0+241501/213
Short bow3d6P/L0+231001/212
Sling2d6B/L-1+131001/31.1
Slingshot1d6B/L0+222511.1
Speargun4d6P/L0+23501/413Stats for use out of water.

Modern Small Arms

WeaponDmgTypeAccRmodSTR MinMaxRoFAmmWtNotes
Pistols (by caliber)
.25 ACP semi-auto1d6P/L-1+125046.5SA
.22 short semi-auto1d6P/L-1+225046.5SA
.32 ACP snub-nose2d6P/L-1+1350361RD
.32 ACP revolver2d6P/L0+2350361RD
.22 LR semi-auto2d6P/L-1+12504121SA
9mm short2d6+2P/L0+2350461.5SA
.45 ACP (1865)3d6P/L0+2350262Peacemaker, RS
.45 ACP (1980)3d6P/L0+2350472M-1911A1, SA
9mm Para4d6P/L0+23504152SA
.357 Mag. snub-nose4d6P/L-1+1350361.5RD
.357 Mag. 6” barrel4d6P/L0+2350362RD
10mm Auto4d6P/L0+23504102SA
.41 Mag. snub-nose5d6P/L-1+1450362RD
.41 Mag. 6” barrel5d6P/L0+2450362.5RD
.44 Mag. 6” barrel5d6P/L0+2450362.5RD
.50 Desert Eagle6d6P/L0+25504103SA
Rifles (by caliber)
.22 carbine2d6P/L+1+332004101.5SA
9mm short2d6+2P/L+1+33200451SA
12 gauge slug6d6P/L+1+45100253PA; 5 or 8-rd magazine.
.30 carbine5d6P/L+1+34200453BA or LA
5.56mm M-45d6+2P/L+1+342004:20303SA/AF/AB
5.56mm M-16A25d6+2P/L+1+445004:20303.5SA/AF/AB
7.62x39mm NATO7d6P/L+1+446004:20304SA/AF/AB; FN-FAL
.50 cal. rifle9d6P/L+1+461000356SA; Barrett M82A1

Sci-fi Small Arms

WeaponDmgTypeAccRmodSTR MinMaxRoFAmmWtNotes
Blaster pistol4d6P/L0+221001301
Blaster carbine6d6P/L+1+332001:5402
Blaster rifle8d6P/L+1+454001304
Holdout pistol3d6P/L-1+1250120.5
Laser pistol4d6P/L0+231001251
Laser rifle6d6P/L+1+445001503
Needler pistol3d6P/L0+23501201AP


Heavy Weapons & Misc

WeaponDmgTypeAccRmodSTR MinMaxRoFAmmWtNotes
Machine-guns (by caliber)
7.62mm Light MG
mounted5d6+2P/L+2+5N/A10002010015Bipod/tripod; AF; M-60
carried5d6+2P/L+1+441000201009Carried; AF; M-60
.50 cal. MG9d6P/L+2+5Crew10002010030AF, mounted; M-2
Cannons
Field cannon, small12d6B/L+1+3Crew10001/1011000“6-pounder” (18th cent.)
Field cannon, medium15d6B/L+1+3Crew10001/1011000“12-pounder” (19th cent.)
155mm18d6P/L+2+5Crew22 km1/417154M198 Howitzer
Ship’s gun, 16-in.24d6P/L+3+8Crew50 km1/201–Ship’s guns
Support weapons
Flame-thrower4d6B/L+2+244015032M2-2
Grenade, frag.6d6P/L003STRx51/2–.4M33A1, M57; EX
Grenade, tear gas6d6Sp/Sp003STRx51/2–.4M47 (CS); EX
Grenade, stun6d6B/S003STRx51/2–.4“flash-bang”; EX
M1 Rocket Launch.10d6P/L+1+341101/516WWII Bazooka
M72A2 LAW10d6P/L+1+223501–2.4Disposable weapon; EX
Mortar, 81mm12d6P/L+1+4Crew10001/2118EX
RPG10d6P/L+1+331001/416Rocket-propelled grenade; RPG-7; EX