| PL 0: Stone Age |
|
Bow, short
|
Prim-bow
|
+1
|
F
|
20/40/100
|
LI/O
|
d4w/d4+2w/d4+3w
|
3
|
10
|
1
|
-
|
Any
|
100
|
›
This is a simple bow made from a single piece of wood. Because archery and bowhunting exist as sports, short bows made of high-tech materials may be readily available at higher Progress Levels.
|
|
Sling
|
Prim-sling
|
+1
|
F
|
10/20/60
|
LI/O
|
d4s/d4+2s/d4w
|
2
|
10
|
0.1
|
-
|
Any
|
25
|
›
This weapon is a simple looped strap in which a stone is whirled and then let fly. Small stones originally serve as ammunition, but the sling at PL 2 and higher uses metal bullets, whose aerodynamic shape increases the sling's range by 10 meters in each category.
|
| PL 1: Bronze/Iron Age |
|
Javelin
|
Athl-throw
|
0
|
F
|
Per STR
|
LI/O
|
d4w/d4+1w/d4+2w
|
1
|
1
|
1
|
-
|
Com
|
50
|
›
A light throwing spear, sometimes fashioned from metal, the javelin was often used in hunting. Its balance and mass make it an ideal throwing weapon, increasing the wielder's normal throwing range by 50 percent.
|
| PL 2: Middle Ages |
|
Bow, long
|
Prim-bow
|
+1
|
F
|
40/80/200
|
LI/O
|
d4+1w/d6+1w/d4m
|
2
|
10
|
1
|
-
|
Com
|
200
|
›
A famous weapon, the long bow actually exceeds the PL 3 flintlock rifle in range, accuracy, and rate of fire and does nearly as much damage. The long bow remained the weapon of choice for many soldiers long after the advent of firearms.
|
|
Crossbow
|
Prim-bow
|
0
|
F
|
50/100/250
|
LI/O
|
d4+2w/d6+2w/d4+1m
|
1
|
1
|
2
|
-
|
Con
|
400
|
›
Consisting of a bow mounted crosswise on a wooden or metal stock, the crossbow is fired much like a gun. Although slower and clumsier than a long bow, it outranges the bow and has superior striking power.
|
|
Shuriken
|
Athl-throw
|
+2
|
F
|
Per STR
|
LI/O
|
d4s/d4w/d4+1w
|
4
|
1
|
0.1
|
+4
|
Com
|
10
|
›
Though these "throwing stars" are not extremely lethal, the metal, sharp-pointed disks are easy to conceal.
|
| PL 3: Age of Reason |
|
Musket, flintlock
|
Prim-flint
|
+2
|
F
|
20/40/100
|
HI/O
|
d6+1w/d6+3w/d6+1m
|
1
|
1
|
4
|
-
|
Com
|
350
|
›
The musket was the most successful of the black powder weapons. By later standards it is inaccurate and unreliable, but its 50 to 60 caliber bullet deserves respect.
|
|
Pistol, flintlock
|
Prim-flint
|
+2
|
F
|
4/8/16
|
HI/O
|
d4+2w/d6+2w/d4+1m
|
2
|
1
|
2
|
+2
|
Com
|
200
|
›
The flintlock pistol employs the same mechanism and muzzle-loading powder and shot as the flintlock musket.
|
|
Rifle, long
|
Prim-flint
|
+1
|
F
|
30/60/150
|
HI/O
|
d6w/d6+2w/d6m
|
1
|
1
|
5
|
-
|
Com
|
500
|
›
Also known as a Kentucky rifle, this flintlock weapon was more accurate than the musket, but fired a smaller ball.
|
| PL 4: Industrial Age |
|
Derringer
|
Mod-pistol
|
+1
|
F
|
2/6/12
|
HI/O
|
d4-1w/d6w/d6+2w
|
2
|
2
|
0.25
|
+4
|
Com
|
100
|
›
The smallest pistols ever made, these weapons appeared with flintlock actions early in the 19th century but didn't become popular until the 1870s.
|
|
Pistol, .32 rev.
|
Mod-pistol
|
+1
|
F
|
4/8/30
|
HI/O
|
d4w/d6w/d4m
|
3
|
6
|
1
|
+3
|
Com
|
200
|
›
Light revolvers and small handguns are in common use for centuries after their invention. The small size of the .32 caliber makes it ideal for concealment in a hidden holster or pocket.
|
|
Pistol, .45 rev.
|
Mod-pistol
|
+1
|
F
|
4/10/40
|
HI/O
|
d4+1w/d4+2w/d6m
|
3
|
6
|
1
|
+2
|
Com
|
250
|
›
A heavier pistol, it's not quite as easy to conceal as the .32, but delivers greater damage and has longer range.
|
|
Rifle, .30 bolt
|
Mod-rifle
|
0
|
F
|
50/100/300
|
HI/O
|
d4+2w/d6+2w/d4+1m
|
1
|
10
|
3
|
-
|
Mil
|
500
|
›
A common infantry weapon, the bolt-action rifle is accurate, but tends to be slow-firing and heavy.
|
|
Rifle, .44 lever
|
Mod-rifle
|
+1
|
F
|
40/80/240
|
HI/O
|
d6w/d8+1w/d6m
|
2
|
12
|
3
|
-
|
Com
|
400
|
›
Introduced early in the Industrial Age, repeating rifles such as this weapon were common in the Old West, mainly among hunters and frontiersmen.
|
|
Shotgun, 12 gauge
|
Mod-rifle
|
0
|
F
|
6/12/30
|
HI/O
|
d4w/d6w/d4m
|
2
|
5
|
4
|
+7
|
Com
|
500
|
›
Shotguns come in several different forms, including pump-action, bolt-action, single-shot, and double-barrel. The 12 gauge is a fairly typical pump-action shotgun. Damage from a shotgun is highly dependent on range. At short range, damage is doubled. At long range, all damage results are halved (round down, to a minimum of 1 point).
|
|
SMG, .45 cal
|
Mod-SMG
|
+2
|
B/A
|
8/16/40
|
HI/O
|
d4+1w/d4+2w/d6m
|
4
|
-/8
|
4
|
-
|
Con
|
600
|
›
Popularly known as the "tommy gun," this weapon came into use near the end of the Industrial Age. It was the first of the personal automatic weapons, with the ability to damage more than one target in a single attack. That property made it a highly desirable firearm despite its relatively poor accuracy.
|
| PL 5: Information Age |
|
Pistol, .38 rev
|
Mod-pistol
|
0
|
F
|
6/12/40
|
HI/O
|
d4w/d4+1w/d4m
|
3
|
6
|
1
|
+2
|
Com
|
100
|
›
This medium revolver comes into widespread use because of its relatively low cost as well as its slightly improved range.
|
|
Pistol, .44 magnum
|
Mod-pistol
|
0
|
F
|
6/12/50
|
HI/O
|
d4+2w/d4+3w/d4+2m
|
3
|
6
|
1
|
+1
|
Com
|
450
|
›
The most powerful handgun of the 20th century, this formidable weapon is renowned for its hitting power.
|
|
Pistol, 9mm
|
Mod-pistol
|
0
|
F
|
6/12/50
|
HI/O
|
d4+1w/d4+2w/d4m
|
4
|
15
|
1
|
+3
|
Com
|
300
|
›
Smaller but deadlier than the .38, the 9mm is an extremely popular handgun in the second half of the Information Age. A high-capacity ammo clip and a rapid rate of fire combine to produce an approximation of autofire, although the pistol is incapable of fully automatic action.
|
|
Rifle, 7.62mm
|
Mod-rifle
|
0
|
F
|
70/140/350
|
HI/O
|
d6+1w/2d4+1w/d4+1m
|
3
|
10
|
4
|
-
|
Con
|
1000
|
›
The main battle rifle of the mid-20th century, the 7.62 remains a favorite of marksmen long after lighter, full-automatic weapons supersede it on the battlefield.
|
|
Rifle, assault
|
Mod-rifle
|
0
|
F/B/A
|
60/120/300
|
HI/O
|
d4+2w/d6+3w/d4+1m
|
4
|
30/10
|
3
|
-
|
Mil
|
1500
|
›
The assault rifle—the first firearm capable of both burst mode and autofire—is the standard military weapon of the era. Its range and damage are superior to anything that has come before it.
|
|
SMG, 9mm
|
Mod-SMG
|
+1
|
B/A
|
10/20/80
|
HI/O
|
d4+1w/d4+2w/d4m
|
4
|
-/10
|
3
|
+1
|
Con
|
1200
|
›
A whole family of small but deadly automatic weapons with astounding rates of fire fall into this category. The submachine gun is an outstanding weapon in a close-in fight, but can't match a rifle for range or accuracy.
|
| PL 6: Fusion Age |
|
Pistol, 9mm ch
|
Mod-pistol
|
0
|
F
|
8/16/60
|
HI/O
|
d4+1w/d6+1w/d4m
|
4
|
15
|
1
|
+3
|
Com
|
400
|
›
In this weapon, the firing pin and chemical explosive combination of a PL 5 firearm is replaced by a powerful contact delivering a massive shock to the cartridge, which is powered by an electrochemical propellant. On firing, the propellant is converted into a white-hot plasma that expands more powerfully and smoothly than a chemical explosive. The result is a weapon that fires a slug with much higher muzzle velocity than earlier firearms.
|
|
Pistol, 9mm zero-g
|
Mod-pistol
|
0
|
F
|
4/10/40
|
HI/O
|
d4+1w/d6+1w/d4m
|
2
|
15
|
1
|
+3
|
Com
|
500
|
›
This charge pistol has a sophisticated anti-recoil system to neutralize the gun's movement. It allows the user to fire the weapon in weightless conditions without throwing himself into awkward tumbles or turns.
|
|
Pistol, 11mm ch
|
Mod-pistol
|
0
|
F
|
10/20/80
|
HI/O
|
d4+2w/d6+2w/d4+1m
|
4
|
10
|
1.2
|
+2
|
Con
|
800
|
›
This is a heavier version of the 9mm charge pistol, firing a larger round.
|
|
Rifle, 11mm ch
|
Mod-rifle
|
0
|
F/B/A
|
80/160/400
|
HI/O
|
d6+1w/d6+3w/d6+1m
|
4
|
30/10
|
4
|
-
|
Mil
|
1500
|
›
The standard 11mm charge rifle features the electrochemical firing system described above for the charge pistol, but includes an automatic mode.
|
|
Rifle, 11mm zero-g
|
Mod-rifle
|
0
|
F
|
30/60/200
|
HI/O
|
d6+1w/d6+3w/d6+1m
|
4
|
15
|
4
|
-
|
Mil
|
1800
|
›
Like the zero-g pistol, this rifle fires standard charge rounds with a special anti-recoil system to neutralize its kick.
|
|
Shotgun, autoflec
|
Mod-rifle
|
0
|
F/B/A
|
10/20/40
|
HI/O
|
d4w/d6w/d4m
|
4
|
15/5
|
3
|
+1
|
Mil
|
2500
|
›
The autoflechette gun fires a 25mm round that contains a bundle of tiny, razor-sharp aerofoils. A single hit can carve an unarmored person to ribbons, but the autoflechette gun can also be used in full automatic mode with a rate of fire equal to that of most submachine guns—thus, it can clean out a roomful of targets with a few bursts. Like the standard shotgun, damage from the autoflechette is highly dependent on range. At short range, damage is doubled. At long range, damage rolls are halved (round down, to a minimum of 1 point).
|
|
SMG, 9mm ch
|
Mod-SMG
|
+1
|
B/A
|
20/40/100
|
HI/O
|
d4+1w/d6+1w/d4m
|
4
|
-/10
|
3
|
+1
|
Mil
|
1500
|
›
This weapon combines electrochemical charge technology with full automatic action.
|
| PL 7: Gravity Age |
|
Pistol, 15mm sabot
|
Mod-pistol
|
0
|
F
|
10/20/100
|
HI/O
|
2d4w/2d4+1w/d4+3m
|
3
|
6
|
2
|
-
|
Con
|
900
|
›
This small, handheld electromagnetic accelerator hurls a special, discarding-rocket slug at hypersonic velocities. The round fired by this weapon is a miniature scramjet that ignites soon after leaving the muzzle and quickly accelerates to incredible speed. Due to its extremely high velocity, the rocket round is designed to splatter against any appreciable resistance to transfer as much kinetic energy as possible to the target.
|
|
Pistol, laser
|
Mod-pistol
|
-1
|
F
|
20/40/200
|
En/O
|
d4+1w/d6+1w/d4m
|
4
|
20
|
1
|
+3
|
Con
|
1000
|
›
Another application of electrochemical technology, the laser weapon uses an electrical charge to raise a chemical mass to brilliant fluorescence. This light is focused through precisely machined artificial crystals and expelled from the weapon as a white-hot beam.
|
|
Pistol, mass
|
Mod-pistol
|
0
|
F
|
2/6/12
|
En/G
|
d6w/d6+2w/d6m
|
4
|
2
|
1
|
+2
|
Mil
|
1200
|
›
Utilizing the gravity induction technology also employed in shipboard weapons systems, the mass pistol throws an artificial, short-lived mass singularity at its target. This gravity point causes horrible damage through tidal effects to both animate and inanimate objects, but it is short-ranged and consumes an enormous amount of energy.
|
|
Pistol, stutter
|
Mod-pistol
|
0
|
F
|
6/12/30
|
LI/O
|
d6+2s/d8+2s/d8+4s
|
4
|
10
|
1.5
|
+2
|
Com
|
500
|
›
This handheld weapon uses sonic energy—audible as a loud, low-frequency rumble—to incapacitate a target. Since the stutter pistol delivers stun damage, it is favored by riot response teams and those who seek to pacify rather than terminate opponents. The stutter pistol doesn't function in a vacuum.
|
|
Rifle, laser
|
Mod-rifle
|
-1
|
F
|
100/400/1000
|
En/O
|
d6+1w/d6+3w/d4+1m
|
3
|
12
|
4
|
-
|
Mil
|
1500
|
›
The laser rifle is a larger, heavier, improved version of the laser pistol—every bit as accurate as the smaller weapon, and able to hit a target from as far away as a full kilometer.
|
|
Rifle, mass
|
Mod-rifle
|
0
|
F
|
4/12/30
|
En/G
|
d6w/d8+1w/d6+1m
|
4
|
2
|
4
|
-
|
Mil
|
2000
|
›
The mass rifle works on the same principle as the mass pistol, but is heavier and has a longer range.
|
|
Rifle, quantum
|
Mod-rifle
|
0
|
F/B/A
|
80/200/500
|
En/O
|
d4+3w/d6+4w/d6+1m
|
3
|
15/5
|
8
|
-
|
Res
|
8000
|
›
This weapon is a personal version of the ship-mounted particle beam. It uses a small accelerator to fire subatomic particles at a target. All personal quantum weapons are extremely expensive and highly restricted, making them rare and often illegal to own and operate.
|
|
Rifle, render
|
Mod-rifle
|
0
|
F
|
50/100/250
|
En/O
|
d6+1s/d6+1w/d4+1m
|
3
|
8
|
4
|
+1
|
Res
|
2000
|
›
This weapon utilizes gravity induction technology to strobe through a lightning-quick cycle of attraction and repulsion against the target. This action causes matter to literally tear itself to pieces. A lucky target may escape with bad bruises, surface abrasions, and a thorough battering, but a well-centered hit by the render creates massive body trauma.
|
|
SMG, laser
|
Mod-SMG
|
0
|
B/A
|
20/80/200
|
En/O
|
d6w/d6+2w/d4m
|
4
|
-/10
|
3
|
-
|
Con
|
1500
|
›
The laser SMG does more damage, has greater accuracy, and fires more shots per clip than previous SMGs.
|
|
SMG, stutter
|
Mod-SMG
|
0
|
B/A
|
10/20/80
|
LI/O
|
d6+2s/d8+2s/d8+4s
|
4
|
-/20
|
3
|
+1
|
Con
|
1000
|
›
The automatic version of the stutter pistol is a favored weapon of riot-control police and others who need to knock out a large number of people without inflicting lethal injuries. The stutter SMG doesn't function in a vacuum.
|
| PL 8: Energy Age |
|
Automaser
|
Mod-SMG
|
-1
|
B/A
|
20/60/120
|
En/O
|
d6w/d6+2w/d4m
|
4
|
-/20
|
3
|
-
|
Mil
|
20000
|
›
This submachine gun is a heavy maser pistol (see below) capable of full automatic fire. It uses a small mass reactor and an internal antenna array to create a broadband blast of electromagnetic energy, combining the nastier features of a laser and a microwave beam.
|
|
Pistol, hvy maser
|
Mod-pistol
|
-1
|
F
|
20/40/80
|
En/G
|
d6+1w/2d4+1w/d4+1m
|
3
|
30
|
2
|
+1
|
Mil
|
12000
|
›
The heavy maser pistol harnesses the power of a miniature mass reactor to create destructive bolts of broadband electromagnetic radiation. This results in a beam with the cutting or penetrating power of a high-grade laser, coupled with the scorching and charring of a microwave burst.
|
|
Pistol, maser
|
Mod-pistol
|
-2
|
F
|
10/20/60
|
En/O
|
d6w/d6+2w/d4m
|
4
|
40
|
1
|
+2
|
Con
|
8000
|
›
The maser pistol—one of the most accurate weapons ever produced—is a less powerful version of the heavy maser pistol.
|
|
Rifle, hvy maser
|
Mod-rifle
|
-1
|
F/B/A
|
40/200/500
|
En/G
|
d8+1w/d12w/d6+1m
|
3
|
60/20
|
5
|
-
|
Mil
|
18000
|
›
This weapon works on the same principles as the maser pistol, but adds greater range and full auto capability.
|
|
Rifle, maser
|
Mod-rifle
|
-2
|
F/B/A
|
60/120/400
|
En/O
|
d6+2w/2d4+2w/d4+2m
|
4
|
90/30
|
4
|
-
|
Mil
|
15000
|
›
This is a smaller, more accurate, and less powerful version of the heavy maser rifle.
|