Weapons and Armour

Firearms

Type Range Damage RoF Cost (price/avail.) Weight Shots Min Str Notes
Axe 3/6/12 Str+d6 1 +0/ +0 2 - -
Bow 12/24/48 2d6 1 -2/ -2 3 - d6
Crossbow 15/30/60 2d6 1 -2/ -2 10 - d6 AP 2, 1 action to reload
Knife/Dagger 3/6/12 Str+d4 1 +2/ +2 1 - -
Sling 4/8/16 Str+d4 1 +2/ -2 1 - -
Spear 3/6/12 Str+d6 1 +0/ -2 5 - d6
Black Powder Blunderbuss 10/20/40 1-3d6* 1 +0/ -2 12 - d6 2 actions to reload, Shotgun
Black Powder Rifle 15/30/60 2d8 1 +0/ -2 8 - d6 AP 2, 3 actions to reload
Hideaway Pistol 5/10/20 2d6+1 1 +0/ -4 2 2 AP 1
Revolver 12/24/48 2d6+1 1 +0/ -2 4 6 Revolver
Compact SA Pistol 10/20/40 2d6-1 1 +0/ +0 2 9 Semi-Auto
Semi-Automatic Pistol 12/24/48 2d6 1 -2/ +0 3 17 AP 1, Semi-Auto
Heavy SA Pistol 12/24/48 2d6+1 1 -2/ +0 4 7 AP 1, Semi-Auto
Magnum SA Pistol 15/30/60 2d8 1 -2/ -2 8 7 AP 2, Semi-Auto
Submachine Gun 12/24/48 2d6 3 -2/ -4 10 30 AP 1, Auto
Double-Barrel Shotgun 12/24/48 1-3d6 1/2 +0/ +2 11 2 Shotgun
Pump Action Shotgun 12/24/48 1-3d6 1 +0/ +0 8 6 Shotgun
Carbine 20/40/80 2d8 1 -2/ +0 8 7 AP 2
Colonial Rifle 24/48/96 2d8 1 -2/ -2 10 8 d6 AP 2, Semi-Auto
Sniper Rifle 50/100/200 2d10 1 -4/ -6 35 11 d8 AP 4, Snapfire, HW
UEG Military Assault Rifle 24/48/96 2d8 3 -2/ -4 8 30 AP 2, Auto, 3RB
Alliance Assault Rifle 24/48/96 2d8+1 3 -2/ -2 10 30 d6 AP 2, Auto
Light Machine Gun 30/60/120 2d8 4 -4/ -4 20 200 d8 AP 2, Snapfire
GP Machine Gun 30/60/120 2d8+1 3 -6/ -6 26 200 d8 AP 2, Snapfire
Heavy Machine Gun 50/100/200 3d6 3 -6/ -6 30 100 AP 2, Auto, May not move
Flechette Pistol 12/24/48 2d6 1 -2/ -6 2 30 AP 2, Semi–auto
Flechette Submachine Gun 12/24/48 2d6+1 3 -4/ -6 4 60 AP 2, Auto
Flechette Rifle 24/48/96 2d8+1 3 -6/ -6 8 60 AP 2, Auto, 3RB
Hand Flamer Cone 2d10 1 -4/ -2 4 5 d6 See notes
Laser Pistol 15/30/60 1-3d6 1 -6/ -4 4 24 Semi-Auto, Laser (1d6 per shot)
Laser Rifle 30/60/120 1-3d6 3 -6/ -4 8 48 d6 Auto, 3RB, Laser (1d6 per shot)
Laser Machine Gun 50/100/200 1-3d6 5 -6/ -6 15 200 d8 Auto, Laser (1d6 per shot)

Ammunition

Ammo Weight Cost (price/avail.) Notes
Arrow* 1/5 +2/ +2 per 2
Teflon Arrow 1/5 +2/ +0 AP 2, modern eras only
Bullets, Small 3/50 +2/ +0 per 50 Includes pistols and submachine guns up to 2d6 damage
Bullets, Medium 5/50 +2/ +0 per 50 Includes pistols and submachine guns 2d6+1 and up
Bullets, Large 8/50 +2/ -2 per 50 Includes shotgun, rifle and machine gun rounds
Quarrel* 1/5 +2/ +0 AP 2 (standard crossbow bolt)
Laser Battery 1 +0/ -4 Provides one full magazine for the laser pistol, rifle, or MG
Shot (w/powder) 1/10 +2/ -2 For black powder weapons
Sling Stone 1/10 +2/ +2 per 20 Stones can also be found for free with a Notice roll and 1d10 minutes searching, depending on terrain
*If it’s important, arrows and quarrels can be recovered on a d6 roll of 4-6.

Personal Armour

Type Armour Weight* Cost (price/avail.) Notes
Kevlar Vest +2/ +4 8 -2/ +0 Covers torso only, negates 4 AP, see notes
Kevlar Vest w/inserts +4/ +8 12 -4/-2 As Kevlar, but ceramic inserts are +8 vs. bullets
Steel Pot (helmet) +4 5 +0/ +0 50% chance vs. head shot
Light Infantry Armour +2 8 -2/ -2 See notes
Medium Infantry Armour +4 12 -4/ -2 See notes
Infantry Battle Suit +6 20 -6/ -4 Covers entire body, bomb suit
Hard Armour +8 30 -6/ -4 Covers entire body
Powered Armour (scout suit) +10 0 -6/ -6 Covers entire body
Spacesuit +1 10 -2/ +0 Covers entire body, see notes
Spacesuit, Armoured +3 12 -4/ -4 Covers entire body, see notes

Weapons and Armour

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