Freedom Amongst The Countless Stars
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|
|Short range (1 shot per round)||5D+1||1||15||50||150|
|Standard (1 shot per round)||5D+1||6||20||75||200|
|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)|
|Machine Guns (slug-throwers)|
|Personal blaster (1 shot per round)||3D||6||4||8||12|
|Stun pistol||4D stun only||20||15||30||45|
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.
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.
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.
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 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 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|
|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|
|Throwing star (shuriken)||+1D||5||10||15|
|Awl, screwdriver, wire cutters||+2|
|Arrow, crossbow bolt, dart||+0|
|Club, large stick*||+1D+1|
|Knife (survival), dagger||+1D|
*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.
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.