B.0 Definitions
Acc
The inherent accuracy of a weapon used when calculating the chance of hitting the target. Higher values indicate weapons which are easier to hit the target with. Any aiming aids appropriate for the weapon type will have been taken into account in this figure.
Dmg
The damage caused by being hit a single round or blast from the weapon. Where the number is followed by an 'E', this indicates that the weapon fires an explosive shell or warhead, and the damage is not halved at extreme range.
Wt
The weight in kilograms or tons (t) of the weapon (a fully loaded one in the case of ranged weapons). Where a dash is present, the weapon is disposable and is discarded after use. The weapon weight in this case is shown in the Magazine Weight column.
Mag
The capacity of the magazine of the weapon (either internal or external). This is the number of shots the user may fire before having to reload. Single shot weapons are indicated with 'SS' in the Mag column. These require reloading or recharging after each shot (i.e. there is no magazine feed device).
Mag Wt
The weight in kilograms of a fully loaded magazine (includes the weight of the box or magazine itself). In the case of weapons with no magazine or an integral one, it is the weight of ammunition (which may include powder, primer, ball, etc..) required to fully reload the weapon (e.g. charge plus ball if musket, six bullets for revolver, etc..). In the case of disposable weapons (i.e. some missiles, rockets and bombs), this weight includes the launcher or holding rack.
Eff Rng
The useful range of the weapon in meters or kilometres (km). Defined as the range beyond which the accuracy and damage of the weapon falls off to half of the original value (except for weapons with explosive warheads).
Ext Rng
Maximum range in meters or kilometres (km) it is possible to hit a target from.
Rld Time
The time taken in combat rounds to reload the weapon and have it ready to fire again.
For single-shot weapons (these have SS in the 'Mag' column), this is the time required to reload the weapon ready for the next shot. A Reload Time of zero means that, although the weapon is single shot, it can be reload and fired all in the same round. For muzzle-loading weapons indicated with an asterisk next to the reload time, the time taken to reload depends on the skill of the user. Deduct 1 combat round from the reload time for every 20% skill the user has.
For weapons that hold more than one shot (either in a detachable magazine, a cylinder or internally), this is the time required to fully reload the weapon, either by changing magazines or loading a series of rounds into the weapon.
For crewed weapons, these times assume that the full crew is present. If this is not the case, the loading and firing process will take longer than specified.
Burst Radius
The radius in meters of the blast damage from the weapon (see Section 2.5.4 Blast Damage).
Lgth
The length of the weapon in meters (applicable only to melee weapons).
Prot
The protection value that the armour, structure or material provides to a character covered by it.
Defence %
The defence provided by a shield when calculating Shield chance (See Section 2.4.2 Melee Actions).
Weight
This is the effective weight of the armour as would fit an average sized human (Size 15). The weight can be adjusted on a pro-rata basis for significantly different sizes. It is used for the purposes of calculating encumbrance, and does not represents the actual weight of the suit or item.
B.1 Weapon and Protection Data
B.1.2 Melee Weapons
| Weapon | Acc | Dmg | Wt | Length | Range
Code |
Notes | ||||
| Blades | ||||||||||
| Broadsword | 30 | 7+ | 2.5 | 1.2 | M | |||||
| Two Handed Sword | 50 | 10+ | 8 | 2 | M | |||||
| Rapier | 20 | 5 | 1 | 1 | M | |||||
| Short Sword | 25 | 5 | 1.5 | 1 | CM | Unarmed Combat Damage: | ||||
| Scimitar | 30 | 6+ | 2 | 1 | M | |||||
| Dagger | 15 | 4 | 0.25 | 0.2 | C | Below is a table showing the damage does during unarmed combat: | ||||
| Main Gauche | 20* | 4 | 0.5 | 0.2 | C | * Accuracy applies to parry only. No attack. | ||||
| Knife | 20 | 4 | 0.25 | 0.2 | C | Str |
|
Kick | ||
| Hand & Half Sword | 35 | 8+ | 4 | 1.5 | M | <10 |
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0 | ||
| Estoc | 25 | 6 | 2 | 1.2 | M | 10-12 |
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1 | ||
| Monosword | 30 | 18 | 1 | 1.2 | M | 13-17 |
|
2 | ||
| Monoknife | 20 | 10 | 0.2 | 0.2 | C | 18-21 |
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3 | ||
| 22-26 |
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4 | ||||||||
| Axes | 27-31 |
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5 | |||||||
| Battle Axe | 30 | 7+ | 2 | 0.8 | M | Then +1 per 5 Str over 31 | ||||
| Hand Axe | 15 | 4 | 1.4 | 0.4 | CM | |||||
| Great Axe | 25 | 11+ | 9 | 1.5 | M | Where a '+' symbol is shown next to a melee weapon, add the damage shown above in the Punch column to the weapon damage. | ||||
| Stone Axe | 10 | 4 | 1.8 | 0.8 | CM | |||||
| Staves | ||||||||||
| Short | 30 | 3+ | 1 | 1 | CM | |||||
| Quarterstaff | 35 | 4+ | 2 | 2 | M | For characters using Martial Arts skill, use the above table and add +1 damage per 20% skill. | ||||
| Iron | 20 | 5+ | 4 | 2 | M | |||||
| Polearms | ||||||||||
| Pike | 25 | 6 | 3.6 | 5 | L | |||||
| Lance | 20 | 6* | 3.6 | 4 | L | *Add movement rate of mount if charging | ||||
| Spear | 25 | 5 | 2.5 | 2 | M | |||||
| Scythe | 15 | 4 | 2.3 | 2.4 | M | |||||
| Pole Axe | 20 | 5 | 2.3 | 2 | M | |||||
| Fork | 20 | 3 | 2.3 | 2 | M | |||||
| Halberd | 20 | 5 | 2.4 | 2.4 | M | |||||
| Javelin | 20 | 4 | 1.8 | 2 | M | May be thrown, See Ranged Weapons Data | ||||
| Bayonet | 20 | 5 | 0.75 | 0.25 | M | |||||
| Clubs & Maces | ||||||||||
| Club (improvised) | 10 | 4+ | ~1.5 | ~0.7 | CM | |||||
| Mace | 30 | 5+ | 2 | 0.7 | CM | |||||
| Warhammer | 25 | 5+ | 2.1 | 0.7 | M | |||||
| Morningstar | 30 | 5+ | 2 | 0.8 | CM | |||||
| Pick | 25 | 5+ | 1.8 | 1 | CM | |||||
| War Club | 25 | 4+ | 1.8 | 0.8 | CM | |||||
| Heavy Mace | 30 | 7+ | 2.5 | 1.5 | M | |||||
| Ball & Chain | 15 | 6+ | 2.5 | 1.5 | M | |||||
| Flail | 15 | 5+ | 2 | 1 | CM | |||||
| Sap | 15 | 3+ | 0.5 | 0.2 | C | |||||
| Knuckledusters |
|
+2 | 0.2 | 0.1 | C | Adds to unarmed combat damage | ||||
| Misc | ||||||||||
| Whip | 10 | 0 | 1 | 3 | ML | |||||
| Monowhip | 20 | 18 | 1 | 3 | ML | |||||
| Garrotte |
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Must make Grasp attack before use. If successful, use attackers Str as damage on each round of use. | ||||
B.2.2 Ranged Weapons
Archaic
| Weapon | Acc | Auto | Dmg | Eff | Ext | Range | Weight | Mag | Mag | Crew | Rld | Length | Notes |
| Fire | Rng | Rng | Code | Weight | Time | ||||||||
| Bows | |||||||||||||
| Short Bow | 20 | - | 6+ | 30 | 150 | MR | 1 | SS | 0.1 | - | 1 | 1 | |
| Long Bow | 20 | - | 10+ | 125 | 350 | MR | 2 | SS | 0.1 | - | 1 | 2 | |
| Short Comp Bow | 20 | - | 6+ | 60 | 250 | MR | 1.5 | SS | 0.1 | - | 1 | 1 | |
| Long Comp Bow | 20 | - | 10+ | 150 | 400 | MR | 2.5 | SS | 0.1 | - | 1 | 2 | |
| Light Crossbow | 35 | - | 8 | 50 | 135 | MR | 2.5 | SS | 0.1 | - | 2 | 1 | |
| Heavy Crossbow | 35 | - | 12 | 150 | 350 | MR | 4 | SS | 0.1 | - | 10 | 1.5 | |
| Thrown Weapons | |||||||||||||
| Javelin | 20 | - | 4 | 15 | 30 | MR | - | SS | 1.8 | - | n/a | 2 | |
| Throwing Dart | 15 | - | 2 | 5 | 15 | MR | - | SS | 0.1 | - | n/a | 0.1 | |
| Knife (inc. shuriken) | 15 | - | 2 | 5 | 15 | MR | - | SS | 0.1 | - | n/a | 0.1 | |
| Sling | 10 | - | 2 | 15 | 50 | R | 0.1 | SS | 0.1 | - | 1 | - | |
| Rock | 15 | - | 2 | 5 | 15 | MR | - | SS | 0.5 | - | n/a | - | 'Average' rock of 0.5kg |
| Miscellaneous | |||||||||||||
| Blowpipe | 15 | - | 2* | 10 | 20 | ML | 0.1 | SS | - | - | 1 | 0.3 | |
| Catapult |
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Note for Blowpipes:
The damage quoted is used only for the purposes of determining whether the dart penetrates the victim's clothing or armour. Unless the dart strikes a particularly delicate area, such as the eye, ignore any physical damage indicated by the damage table. If the damage roll results in a 'stun' or better on the damage table, then the dart has struck the target's body and any poison or other substances on is delivered into the target's body. The effects of the poision should be dealt with separately, according to Section 5.11 Poisons.
Smallarms
| Weapon | Acc | Auto | Dmg | Eff | Ext | Range | Weight | Mag | Mag | Crew | Rld | Burst | Notes |
| Fire | Rng | Rng | Code | Weight | Time | Radius | |||||||
| Flintlock Pistol | 10 | - | 17 | 20 | 50 | CMR | 1 | SS | 0.05 | - | 3 | - | |
| Single Action Revolver | 15 | - | 16 | 40 | 80 | CMR | 1.1 | 6 | 0.15 | - | 2 | - | |
| Revolver | 20 | - | 15 | 75 | 200 | CMR | 1.3 | 6 | 0.15 | - | 2 | - | |
| Large Revolver | 25 | - | 17 | 150 | 350 | CMR | 1.75 | 6 | 0.15 | - | 2 | - | |
| Small Automatic Pistol | 10 | - | 13 | 20 | 50 | CMR | 0.75 | 7 | 0.1 | - | 1 | - | |
| Automatic Pistol | 20 | - | 14 | 50 | 125 | CMR | 1 | 15 | 0.25 | - | 1 | - | |
| Large Automatic Pistol | 20 | - | 17 | 60 | 150 | CMR | 1.5 | 8 | 0.25 | - | 1 | - | |
| Machine Pistol | 15 | Y | 14 | 100 | 200 | CMR | 2.4 | 32 | 0.6 | - | 1 | - | |
| Sub Machine Gun | 25 | Y | 16 | 200 | 600 | CMR | 3.5 | 32 | 0.6 | - | 1 | - | |
| Sawn-off Shotgun | 50 | - | 18 | 5 | 20 | CMR | 3 | 2 | 0.1 | - | 2 | - | Armour counts double |
| Recoilless Pistol | 25 | - | 18 | 40 | 100 | CMR | 1.5 | 10 | 0.5 | - | 1 | - | |
| Needle Pistol | 30 | - | 18 | 100 | 300 | CMR | 0.7 | 20 | 0.3 | - | 1 | - | |
| Laser Pistol | 35 | - | 19 | 150 | 400 | CMR | 1.25 | 25 | 0.5 | - | 1 | - | |
| Plasma Pistol | 30 | - | 22 | 50 | 150 | CMR | 1.75 | 20 | 0.5 | - | 1 | - | |
| Disruptor Pistol | 30 | - | 25 | 75 | 200 | CMR | 1 | 20 | 0.4 | - | 1 | - |
Longarms
| Weapon | Acc | Auto | Dmg | Eff | Ext | Range | Weight | Mag | Mag | Crew | Rld | Burst | Notes |
| Fire | Rng | Rng | Code | Wt | Time | Radius | |||||||
| Rifles | |||||||||||||
| Flintlock Musket | 15 | - | 19 | 75 | 150 | MR | 5.5 | SS | 0.05 | - | 8* | - | * See Reload Time in Definitions |
| Flintlock Carbine | 10 | - | 17 | 50 | 100 | MR | 4 | SS | 0.05 | - | 7* | - | * See Reload Time in Definitions |
| Flintlock Rifle | 30 | - | 18 | 100 | 300 | MR | 5.5 | SS | 0.05 | - | 10* |