Alterated
Alternity
Alternative

Melee Weapons

Weapon Skill Acc Type Damage (O/G/A) Actions Mass Hide Avail Cost ($)
PL 0: Stone Age
Club Melee-bludgeon 0 LI/O d4+1s/d4w/d4+1w 3 2 +12 Any 10
› A heavy stick or cudgel, simple but effective.
Dagger Melee-blade 0 LI/O d4w/d4w+1/d4+2w 4 1 +3 Any 20
› A short, double-edged blade used for stabbing or thrusting.
Quarterstaff Melee-bludgeon -1 LI/O d4+1s/d4+3s/d6w 3 2 - Any 15
› A long, sturdy pole of wood, often shod with iron.
Spear Melee-blade 0 LI/O d4w/d4+2w/d4m 3 2 - Any 15
› A pole weapon with a sharp point, designed for thrusting.
Unarmed Unarmed Attack 0 LI/O d4s/d4+1s/d4+2s 4 - - Any 35
› Fighting with bare hands, feet, or other natural weapons.
PL 1: Bronze/Iron Age
Gauntlet Unarmed Attack 0 LI/O d4+1s/d4+2s/d4-1w 4 1 +3 Com 10
› Armored glove that protects the hand and adds weight to punches.
Hand ax Melee-blade 0 LI/O d4+1w/d4+2w/d4+3w 3 2 +2 Any 50
› A small axe that can be used in melee or thrown.
Mace Melee-bludgeon 0 LI/O d6+1s/d4+1w/d6+1w 2 4 +1 Com 75
› A heavy club with a metal head, designed to crush armor.
Short sword Melee-blade 0 LI/O d4w/d6w/d6+2w 3 1 +1 Com 100
› A sword with a blade length between a dagger and a longsword.
PL 2: Middle Ages
Broad sword Melee-blade 0 LI/O d4+2w/d6+2w/d4m 2 3 - Con 200
› A heavy, double-edged sword designed for cutting.
Flail Melee-bludgeon +1 LI/O d6+2s/d4+2w/d6+2w 2 4 - Com 150
› A striking weapon consisting of a stick with a swinging metal head.
Great ax Melee-blade +1 LI/O d6+1w/d6+2w/d4+1m 2 5 - Com 100
› A massive two-handed axe capable of devastating strikes.
Nunchaku Melee-bludgeon 0 LI/O d6s/d6+2s/d8+3s 3 1 +2 Com 75
› Two sticks connected by a short chain or rope.
Polearm Melee-blade +1 LI/O d6+1w/d4+3w/d4+1m 1 5 - Com 50
› A weapon with a long shaft and a cutting or thrusting head.
PL 3: Age of Reason
Cutlass Melee-blade +1 LI/O d4+1w/d6+1w/d6+3w 3 3 - Com 100
› A short, broad sabre or slashing sword, with a straight or slightly curved blade.
Katana Melee-blade -1 LI/O d4+2w/d6+2w/d4+1m 3 2 +1 Con 1000
› A traditional Japanese sword with a curved, single-edged blade.
Rapier Melee-blade -1 LI/O d4w/d4+1w/d4+2w 3 2 +2 Com 300
› A slender, sharply pointed sword, ideally used for thrusting attacks.
Saber Melee-blade 0 LI/O d4w/d4+2w/2d4+1w 3 2 +1 Com 250
› A sword with a curved blade, associated with light cavalry.
PL 4: Industrial Age
Bayonet Melee-blade +1 LI/O d4w/d4+2w/d4m 3 2 - Com 50
› Originally a dagger crudely attached to a rifle's muzzle, the bayonet eventually becomes a standard attachment.
In effect, a bayonet turns a rifle into a spear.
PL 5: Information Age
Combat knife Melee-blade 0 LI/O d4+1w/d4+2w/d4+3w 4 1 +3 Any 35
› This weapon is a high-tech version of the standard dagger or knife, composed of tempered steel, sophisticated polymers, or ceramic blends. A combat knife is typically equipped with additional features:
A small compass can be inlaid in the handle, or a hollow handle can contain several meters of fishing line and a hook, a dozen matches, or some other suitably sized piece of survival gear.
Stun baton Melee-powered 0 En/O d4+1s/d4+3s/d6+4s 3 2 +2 Com 300
› This low-powered version of the pulse baton is sometimes known as a taser. Above the insulated handle, its surface crackles with a high-voltage, low-current electrical charge that can temporarily short-circuit the human nervous system.
Insulated gloves are necessary to prevent the user from accidentally shocking himself. Without gloves, the user suffers Ordinary damage (d4+1s) if his Melee Attack-powered weapon skill check result is a Critical Failure.
PL 6: Fusion Age
Chainsword Melee-powered +1 LI/O d8+1w/d8+2w/d4+1m 2 5 - Mil 1500
› This device consists of a meter-long blade either built into a heavy forearm gauntlet and power supply or a standard weapon hilt. The blade is edged with a molecule-thin razor of super-tough artificial crystals, driven in chainsaw fashion along the weapon's edge.
This provides a powerful cutting edge and a particularly lethal melee weapon.
Pulse baton Melee-powered 0 En/O d8s/d4+2w/d6+2w 3 2 +2 Con 500
› The first powered melee weapon capable of inflicting lethal damage, the pulse baton is a half-meter-long rod that delivers a concentrated energy discharge when it hits a target.
While the baton appears to be a simple flashlight, the operator must wear a pair of insulated gloves to prevent an accidental discharge.
PL 7: Gravity Age
Gravmace Melee-powered 0 LI/O d8+2s/d6+2w/d8+2w 3 3 - Con 850
› The gravmace consists of a meter-long handle with a gravitonic capacitor inside a striking head. Powerful capacitors manipulate the weapon's mass, making it strike like a sledgehammer while being swung like a willow switch.
Power cestus Unarmed-brawl 0 LI/O d4+2s/d4w/d4+1w 4 3 +1 Con 500
› The power cestus consists of an elbow-length gauntlet of CF (carbonate fiber) weave, ending in a heavy fighting glove that covers the user's hand. Gravity technology allows the wielder to strike blows of astonishing power with a gloved hand.
PL 8: Energy Age
Star sword Melee-powered 0 En/G d6+1w/2d6w/d4+3m 3 2 +2 Res 7000
› The star sword generates a complex, phased magnetic field in the rough shape of a sword blade, and then fills the interior of this field with white-hot plasma.
On contact, the containment field releases a stream of plasma that can burn or cut through almost anything.
Tri-staff Melee-powered -1 En/O d8+2w/3d4+1w/d6m 3 3 - Res 4000
› This 2-meter-long staff is topped by a three-pronged blade. When the staff is activated, an internal power source suffuses it with a soft glow. This aura acts as a defensive force field that improves the Strength and Dexterity resistance modifiers of its wielder by 1 step.

Ranged Weapons

Weapon Skill Acc Md Range (S/M/L) Type Damage (O/G/A) Act. Clip Mass Hide Avail Cost ($)
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.

Heavy Weapons

Weapon Skill Acc Md Range (S/M/L) Type Damage (O/G/A) Act. Clip Mass Hide Avail Cost ($)
PL 4: Industrial Age
Flamethrower Hvy-direct 0 F 6/12/30 En/O d6w/d6+3w/d8+3w 2 12 22 - Mil 500
› This device consists of an incendiary fuel tank (worn slung across the back) and a gunlike nozzle and hose. The weapon projects a stream of ignited fuel that can hit a target as far away as 30 meters.
Fireproof or heat-shielded objects suffer half or no damage depending on the level of their protection. Flammable objects ignite and continue to burn for d6 rounds, suffering d4-2 points of wound damage each round or until the fire is extinguished. A flamethrower weighs 6 kg when its tank is empty.
Grenade, frag. Athl-throw +1 F Per STR HI/G d4w/d4+2w/d6+2w 2 1 1 +2 Mil 75
› The earliest version of this explosive device is difficult to throw accurately, but it can do formidable damage to anything that's nearby when it goes off. All targets within 2 meters of a frag grenade's explosion suffer Amazing damage (d6+2w); targets within 6 meters suffer Good damage (d4+2w); and targets within 10 meters suffer Ordinary damage (d4w). Anything farther than 10 meters away isn't affected by the blast.
Machine gun, .30 Hvy-direct 0 A 60/200/600 HI/O d6w/d6+3w/d6m 4 50 10 - Mil 2000
› This fairly light, air-cooled machine gun came to prominence on battlefields of the era. The mechanism behind the machine gun is brilliant and simple: propellant and energy left over from expending a round of ammunition is used to load the next round into the chamber. It fires its bullets in rapid succession—much faster than a character could empty a single-shot gun.
Rocket launcher Hvy-direct +1 F 30/60/150 HI/G d6w/d4+3w/d4m 1 1 5 - Mil 1200
› Introduced as an infantryman's antitank weapon, the shoulder-fired rocket launcher is also useful for busting bunkers and heavy fire support. Many PL 5 variations of this weapon (the LAW rocket, the RPG-7, etc.) also exist.
PL 5: Information Age
Grenade launcher Hvy-indirect 0 F 50/200/350 As load As load 3 1 2 - Mil 1000
› While there are grenade launchers that mount on rifles, this item is a separate weapon specifically designed to fire small, explosive shells. The standard launcher can accommodate a variety of loads. The two basic types of launchers are the 40mm hand mortar and the 6x40mm six-shot launcher.
The hand mortar resembles a simple breech-loading, single-barreled shotgun. The six-shot looks like an oversized revolver mounted on a shotgun stock. Unlike the hand mortar, the six-shot can hold six grenades at once (but can only fire them one at a time). It also costs four times the listed price. In other ways, it's identical to the hand mortar.
Grenade, concus. Athl-throw +1 F Per STR LI/O d6+2s/d4w/d4+1w 2 1 0.5 +3 Mil 75
› The concussion grenade is basically a half-kilogram block of TNT in a cardboard wrapper. It has a pin and arm mechanism, but no fragmentation material. The concussion grenade is considered an offensive weapon, since it can be thrown by troops in open terrain without fear of causing themselves shrapnel damage.
All targets within 2 meters of a concussion grenade's explosion suffer Amazing damage (d4+1w); targets from 2 to 4 meters away suffer Good damage (d4w); targets from 4 to 6 meters away suffer Ordinary damage (d6+2s); and targets beyond 6 meters aren't damaged by the blast.
Grenade, incend. Athl-throw +1 F Per STR En/G d4w/d4+2w/d4+3w 2 1 0.5 +3 Mil 150
› This grenade releases a highly combustible chemical that ignites and throws shrapnel within a 6-meter radius.
All targets within 2 meters of an incendiary grenade's explosion suffer Amazing damage (d4+3w); those from 2 to 4 meters away receive Good damage (d4+2w); and those from 4 to 6 meters away receive Ordinary damage (d4w). Fireproof or heat-shielded objects suffer half or no damage depending on the level of their protection. Flammable objects ignite and continue to burn for d6+1 rounds, suffering d4-1 points of wound damage each round or until the fire is extinguished.
Grenade, smoke Athl-throw +1 F Per STR Special Special 2 1 0.5 +3 Con 50
› This grenade releases a thick cloud of smoke that fills an area in a 6-meter radius around the explosion site. The smoke lasts for d8+4 rounds. It provides Good cover (+2 penalty to opponents' attempts to attack) and applies a +2 penalty to Awareness checks for all characters within the area of effect.
Some smoke grenades are filled with tear gas. Tear gas works just like smoke with the added benefit of partially incapacitating unprotected characters. Each individual in the area of effect makes a Constitution feat check to try to counter the effect of the gas: Critical Failure, helpless for 2d4 rounds; Failure, +3 penalty to all action checks and actions for 2d4 rounds; Ordinary, +2 penalty; Good, +1 penalty; Amazing, gas has no effect. Characters wearing e-suits or using respirator masks or oxygen tanks are unaffected by tear gas.
Hvy machine gun Hvy-direct 0 A 100/400/1000 HI/G d6+1w/2d4+2w/d8m 4 50 12 - Mil 5000
› This weapon type includes any of the large automatic weapons that use large-caliber rounds and require a mount to control the recoil. Without the use of such a mount, penalties for using automatic fire are doubled (+2/+4/+6 instead of the usual +1/+2/+3), the user must take an additional +1 penalty for lack of accuracy, and must make a successful Strength feat check to keep from being knocked down.
SAM, handheld Hvy-indirect 0 F 1000/2000/4000 HI/G d4w/d6w/d6+4w 1 1 8 - Res 3500
› This is a shoulder-fired surface-to-air missile with a heat-seeking head. When used against an airborne target that's giving off a significant amount of heat, the missile will circle around for a second attack one round later if it misses the target on its first pass.
PL 6: Fusion Age
Bantam launcher Hvy-indirect 0 F 100/800/4000 As load As load 2 4 7 - Mil 4000
› This portable launcher fires miniature bantam rockets. Braced on the shoulder and fired like a bazooka, the bantam launcher is light and easy to use. It has four chambers that can hold a variety of bantam rocket loads. The pistol grip has four triggers, one to activate each of the four load chambers, though only one trigger can be depressed at a time. The built-in guidance system makes this weapon accurate to extreme ranges.
Bantam, antiair Hvy-indirect -2 F As launcher HI/G d4w/d4+2w/d4m 2 1 3 +1 Res 1000
› This projectile, about 0.5 meter long, has additional lift and guidance systems to lock onto and track low-flying aircraft. It can be triggered to seek a heat source such as a jet engine or to follow the commands of its user, who can direct it with a laser sight. The blast inflicts Amazing damage (d4m) within 4 meters of the explosion; Good damage (d4+2w) up to 8 meters away and Ordinary damage (d4w) out to 12 meters.
Bantam, antiper. Hvy-indirect 0 F As launcher En/O d6w/d6+2w/d8+2w 2 1 3 +1 Mil 500
› This rocket delivers a low-level radiation burst designed to inflict maximum damage on people while leaving vehicles and buildings intact. Amazing damage (d8+2w) is inflicted within 4 meters of impact; Good damage (d6+2w) up to 8 meters; and Ordinary damage (d6w) out to 12 meters.
Bantam, antiveh. Hvy-indirect -2 F As launcher HI/G d4+2w/d4+4w/d4+1m 2 1 3 +1 Mil 1000
› This weapon is designed to hinder or destroy armored vehicles, but can also be used against bunkers and other hardened installations. It causes Amazing damage (d4+1m) to the target it impacts; Good damage (d4+4w) within 2 meters; and Ordinary damage (d4+2w) out to 4 meters away.
Grenade, plasma Athl-throw +1 F Per STR En/G d4+2w/d6+2w/d4m 2 1 0.5 +3 Res 400
› This is a more powerful version of the incendiary grenade. All targets within 2 meters of a plasma grenade's explosion suffer Amazing damage (d4m); those from 2 to 4 meters away suffer Good damage (d6+2w); and those from 4 to 8 meters away take Ordinary damage (d4+2w). Fireproof or heat-shielded objects suffer half or no damage, depending on the level of their protection. Flammable objects ignite and burn for d6+1 rounds, taking d4 points of wound damage per round or until the fire is extinguished.
Grenade, stun Athl-throw +1 F Per STR En/O d6s/d8s/d8+2s 2 1 0.5 +3 Mil 250
› The stun grenade creates a concussive wave that stuns those within the blast radius. All targets within 2 meters of the impact suffer Amazing damage (d8+2s); Good damage (d8s) is inflicted out to a distance of 4 meters; and Ordinary damage (d6s) extends to those up to 10 meters away.
Hvy mach gun, ch Hvy-direct -1 A 200/600/1200 HI/G d8w/2d6w/2d4m 4 -/50 45 - Res 10000
› This heavy machine gun makes use of charge technology to substantially improve upon the heavy machine gun of the previous era; this weapon has better range, stopping power, and accuracy. Without the use of a mount, penalties for automatic fire are doubled (+2/+4/+6), the user must take an additional +1 penalty for lack of accuracy (or disregard the weapon's accuracy bonus, if the optional rule is being used), and must make a successful Strength feat check to avoid being knocked down.
Rail gun Hvy-direct -1 B/A 150/500/1500 HI/G d6w/d6+2w/d6m 4 -/30 20 - Res 20000
› This weapon consists of a powerful electromagnetic accelerator that fires a stream of small projectiles at extremely high velocity.
PL 7: Gravity Age
Arc gun Hvy-direct -1 F 20/40/100 En/G d8+1s/d8w/d6+3w 2 6 10 - Mil 2000
› This is a weapon capable of delivering a powerful electrical shock in the form of a lightning bolt. The arc gun uses a built-in, low-powered laser beam to ionize the air between the weapon and its target, creating a path for the electrical arc. Because it requires air to operate, the weapon is useless in a vacuum.
Cannon, stutter Hvy-direct -1 F 20/40/80 LI/O d6+2s/d8+3s/2d6+3s 1 2 15 - Con 2500
› A stutter cannon is a heavy weapon that consists of a backpack and attached gun. It is designed to disperse or otherwise handle a crowd without the use of lethal force. The stutter cannon produces compressed sonic waves that deliver hammerlike blows against targets. Each pulse affects all targets in a 3-meter radius.
Cannon, 25mm sabot Hvy-direct 0 F 100/200/2000 HI/G d8w/d4+1m/d6+2m 2 20 10 - Mil 10000
› The backpack contains an electromagnetic accelerator that releases a powered 25mm projectile with amazing speed and force. The cannon's energy cell must be replaced after the weapon has fired two clips.
Grenade, pulse Athl-throw +1 F Per STR En/G d4+2s/d6+2s/d8+2s 2 1 0.5 +3 Res 350
› This grenade consists of a powerful capacitor and a special ceramic shell that functions as a spherical antenna array. When it detonates, the capacitor releases a pulse of electromagnetic energy in the immediate area. This pulse can stun unprotected humans, but it's more useful for damaging electronic equipment—computers, sensors, vehicle control systems, servomotors, and the like. The discharge causes Amazing damage (d8+2s) within 2 meters; Good damage (d6+2s) out to 4 meters; and Ordinary damage (d4+2s) out to 10 meters.
Grenade, tracer Athl-throw +1 F Per STR HI/G d4+2w/d6+2w/d4+2m 2 1 0.5 +3 Mil 350
› This is a smart shaped-charge grenade. Though it can be manually tossed or hurled by a launcher, once it reaches its target area it searches for a moving target to make contact with. Upon impact, the grenade explodes and releases its razor-sharp fragments. Amazing damage (d4+2m) is suffered by the target it impacts with (if any); Good damage (d6+2w) extends out to 2 meters; and Ordinary damage (d4+2w) extends to 4 meters. If no target is within 2 meters of its landing point, the grenade falls to the ground and waits up to 2 rounds for a target to approach within its detection range of 2 meters. If those 2 rounds go by without it being approached by a target the tracer grenade automatically deactivates. In such a case, it can be salvaged and reused.
Plasma gun Hvy-direct 0 F 40/80/200 En/G d8w/d8+3w/d12+3w 2 8 6 - Mil 12000
› The plasma gun consists of a backpack and attached gun. Using a powerful electromagnetic accelerator, it throws blasts of superheated plasma generated by the delivery of an electrical shock to a large electrochemical shell.
Quantum mini Hvy-direct 0 F/B/A 100/250/800 En/G d8+1w/d8+3w/d6m 4 90/30 10 +1 Res 15000
› This weapon adds a backpack accelerator to the quantum rifle, producing particle beams with longer range and more lethal force. All personal quantum weapons are extremely expensive and highly restricted, making them rare and often illegal to own and operate. Like the rifle, the minigun is capable of burst mode and autofire.
PL 8: Energy Age
Bantam, starload Hvy-indirect -2 F As launcher En/A d8+2w/d4+1m/d6+1m 2 1 3 +1 Res 2000
› This projectile uses a miniature mass reactor to power an explosion, creating a blast that targets people and vehicles with ferocious punishment. The blast does Amazing damage (d6+1m) to anything within 6 meters; Good damage (d4+1m) out to 12 meters; and Ordinary damage (d8+2w) out to 20 meters.
Cannon, maser Hvy-direct -1 F 80/200/600 En/G d8w/d4+1m/d6+2m 2 12 10 - Res 25000
› The maser cannon employs a miniature mass reactor and requires the use of a heavy backpack accelerator to supply the energy for maser blasts.
Grenade, mass Athl-throw +1 F Per STR En/G d6+2s/d6+2w/d6m 2 1 2 - Res 1000
› This grenade detonates a tiny mass reactor, resulting in a few cubic meters of cosmic catastrophe. Heat, light, and all forms of broadband electromagnetic radiation slag anything in the general vicinity of the grenade. All targets within 2 meters of the explosion suffer Amazing damage (d6m); Good damage (d6+2w) is inflicted on those within 4 meters; and Ordinary damage (d6+2s) is suffered by those within 10 meters of the blast.
Mass launcher Hvy-indirect -1 F 20/300/1000 En/G d6+1w/d6+3w/d4+1m 1 4 15 - Res 8000
› This indirect-fire weapon can only be used on a planetary surface, or in an artificial environment with at least light gravity. It launches a wave of gravity energy into the air and relies on the gravity well of a planet to both return the energy to the ground and magnify its power.
All targets within 4 meters of the blast suffer Amazing damage (d4+1m); targets within 8 meters suffer Good damage (d6+3w); and targets within 12 meters suffer Ordinary damage (d6+1w).
© AAA 2026 [ English ]
ESTADO DEL SISTEMA: EN LÍNEA