Weapons are items designed to hurt people and people seem to like variety when it comes to hurting people.


Damage: Damage is the amount of harm a weapon does. Melee, thrown, and those missile weapons relying a person’s strength to determine their power are enhanced by the character’s Strength Damage. Weapons affected by strength have a “+” in front of their damage die code. Note that the damage is based on the weapon firing a single shot (bullet, bolt, etc.).

Range: This factor takes into account that the weapon will be less effective the farther it is from the target. The values given are the maximums, in meters, for Short, Medium, and Long ranges. For generated values, roll the character’s Strength or lift. The modifier after “STR” indicates the number to take from or add onto the total. These totals, in meters, determines the ranges the character can throw the item. If the total becomes zero or less because of the modifier, then the character cannot throw the item to that range.

Ammunition: The number of bullets or projectiles that the weapon holds. The entries for explosives or weapons used in close combat don’t need or include this.


Firearm Damage Ammo Short Range Medium Range Long Range
Handguns (slug-throwers)
Light semi-automatic 3D+2 6 10 25 50
Medium semi-automatic 4D 17 8 13 35
Heavy semi-automatic 5D+1 8 45 450 600
Rifles (slug-throwers)
Short range (1 shot per round) 5D+1 1 15 50 150
Standard (1 shot per round) 5D+1 6 20 75 200
Hunting (semi-automatic) 5D+2 6 30 60 120
Shotguns (slug-throwers)
Single shot (12 gauge) 5D+1 2 25 50 75
Semi-automatic (12 gauge) 5D+1 5 25 50 75
Sawed-off double-barrel (12 gauge) 5D+1 2 10 20 40
Assault Rifle (slug-thrower) 6D 30 20 50 200
Submachine Guns (slug-throwers)
Light 4D+2 20 10 25 80
Medium 5D 30 15 40 100
Heavy 5D+2 50 15 25 60
Machine pistol 4D+1 32 15 25 50
Machine Guns (slug-throwers)
Light 6D+2 20 100 500 1k
Medium 7D+1 11 250 1k 2k
Energy Weapons
Personal blaster (1 shot per round) 3D 6 4 8 12
Blaster pistol 5D 12 20 50 150
Blaster rifle 7D 30 25 150 300
Stun pistol 4D stun only 20 15 30 45
Laser pistol 4D 15 25 75 175
Laser rifle 4D+2 20 30 250 1000
Plasma pistol 5D 20 10 25 40
Plasma rifle 5D 50 25 150 300


Handguns are small and comparatively light, and usually easily concealable. These weapons are for close-up work. Even though most pistol rounds will travel a good distance with a high-impact velocity, most pistols have a fairly short effective range. Most pistols hold between six and 15 rounds. Pistols may always fire once per round, and twice if they are semi-automatic and the user shoots at the same target (with the single fire as multi combat option). Pistols cannot fire full auto — a pistol that can do that is classified as a submachine gun in these rules.


Single-shot rifles, such as most hunting rifles, are also common, and not overly regulated on most worlds. True, they attract considerable attention in cities, but most small towns don’t have a problem with them — and they are perfectly acceptable in the wilderness. Rifles tend to have longer effective ranges than any other weapon (barring the machine gun), and they have slightly better damage die codes than pistols, mainly because (in general) they maintain better velocities over distance and are capable of firing larger rounds. While some rifles only hold single bullets, most adventurers will have rifles that hold six, nine, or even 15 rounds. Usually, higher damage score rifles hold fewer rounds, since the bullets are larger. As with pistols, rifles may fire once per round or twice if they are semi-automatic (using the single fire as multi combat option). They cannot fire on full auto, since that is the province of assault rifles.


Like rifles, shotguns are considered “civilian” weapons and are not usually overly regulated. They attract a lot of attention in highly populated areas, but only if they are out in the open. The range on a shotgun is less than that of a rifle, but shotguns are slightly better “up-close” weapons. They usually shoot a spray of pellets, rather than a single round. So, they are more accurate at shorter ranges and they do quite a bit of damage as well. However, because the spray of pellets scatters quickly, they do not have the range of regular rifles. There are many single-shot and pump-action shotguns available. The “double-barrel” shotgun can gain the single fire as multi bonus by firing both barrels at once.

Submachine Guns

These firearms fall into the “military/criminal” area. Submachine guns are illegal in most populated areas, and they attract attention anywhere. While most submachine guns hold around 20 or 30 rounds, their rate of fire is so high that they unload themselves quickly. A burst fires about one-fifth of the weapon’s magazine, while a full auto shot discharges the whole clip. Even so, a full auto shot usually settles most differences between parties quite quickly. Submachine guns may fire at up to three targets per round.

Assault Rifles

Seldom available in many populated areas, they are heavily regulated and usually only brandished by military organizations. They are marginally more acceptable than submachine guns (since they are less concealable), but they cause the same types of problems. Their ammunition is usually expensive and harder to get than normal rifle ammo. These weapons are like a mix between submachine guns and rifles. They are larger and heavier than either type of weapon, making them bulky to carry, but also more accurate than submachine guns over longer ranges. Characters may fire them in bursts of three to five rounds (burst fire as single), single-shot, full auto, or single fire as multi. They may fire at up to three targets per round.

Machine Guns

These are truly “military only” weapons. A character with a machine gun had better keep it under wraps everywhere except the wilderness. It causes trouble and attention. Machine guns are usually hard to get, expensive, and their ammunition is not readily available. These are heavy weapons usually fired from a vehicle mount or a bi- or tripod. A single character seldom can fire the weapon while holding it. As a result, reverse the range difficulties when using a machine gun (so that Point Blank is +10, Short is +5, Medium is 0, and Long is -5), since they are hard to swing around in a tight arc to “bring to bear” on a close, dodging target. They may fire at up to three targets per round. Machine guns are almost always belt or drum-fed, meaning they can hold hundreds of rounds. However, many machine guns have cyclic rates of over 500 rounds per minute. They seldom fire on anything but full auto, unless they are loaded with only one round.

Energy Weapons

Energy weapons are easier to come by than their slug-throwing counterparts. They also generally have the benefit of a light, disposable or rechargeable clip, versus the slug thrower’s need for large amounts of individual projectiles. The ranges of energy weapons are comparable to their solid projectile counterparts, sometimes longer, sometimes shorter depending on the design. Those relying on integrated power packs offer three or more times as many shots than a similar nonenergy weapon. Handguns and rifles may fire single shot (at up to three targets) or single fire as multi, unless otherwise noted in their description.

Types of Energy Weapons

Blaster pistols and rifles strip particles from their barrels and hyperaccelerate them toward their target. Their distinctive reports come from the sonic boom of the particles, and the results are messy. The barrel must be replaced about once for every five power pack replacements. Personal blasters may only fire once per round (having a longer than normal recharging time).

Accelerated and focused photons form the firepower of the large class of weapons known as lasers, which cause damage through the application of intense heat.

Plasma rifles and pistols fire a bust of super-heated gas. The clip contains the gas and a disposable battery to charge the electromagnetic pulse of the weapon. These weapons may fire single shot, single fire as multi, or full auto.

Muscle-Powered Weapons

Muscle-powered weapons include all those that depend upon a character’s strength to get them to their target. Instead of having their damage die codes listed as a single number, muscle-powered weapons have damage adds.

Weapon Damage Short Range Medium Range Long Range
Missile Weapon
Blowgun and dart 1D2 10 40 100
Bow, composite and arrow +3D+1 10 60 250
Crossbow, wrist-mounted and dart 4D 10 25 50
Thrown Weapon
Dart +0 STR STR+1 STR+2
Throwing dagger +1D 5 10 15
Throwing star (shuriken) +1D 5 10 15
Weapon Damage
Awl, screwdriver, wire cutters +2
Arrow, crossbow bolt, dart +0
Axe (large)* +3D+1
Baton +1D+1
Blackjack +2
Brass Knuckles +1D+1
Bullwhip* +1D
Club, large stick* +1D+1
Hatchet +1D+1
Katana* +3D
Knife (survival), dagger +1D
Machete +1D+2
Quarterstaff† +1D+2
Rapier +2D
Sword, broad* +2D+2
Sword, short +1D+2
Sword, two-handed* +3D+1
Tonfa +1D+2

*Starred weapons are longer than 60 centimeters and thus incur the unwieldy weapon modifier of +5.
† Allows user to attack at Point Blank or up to 2 meters away at Short range; incurs unwieldy weapon modifier of +5.

Missile and Thrown Weapons

One benefit of missile and thrown weapons is their quiet operation and fewer government regulations on ownership. All such weapons take an action to reload, either to notch another arrow or pull out another dart. Generally, characters may reload in the same round as firing or throwing, except crossbows, which require bolt placement and string cranking.

Melee Weapons

Most muscle-powered weapons are melee weapons. Swords, knives, brass knuckles, and clubs are all examples. All of these weapons require melee combat to use. Gamemasters may allow such simple ones as sticks to be used untrained with only the Agility attribute. Edged or pointed weapons do half damage when used to bludgeon instead of cut.


Freedom Amongst The Countless Stars Psikonetic782