Weapons
Certain weapons have their own little quirks that should be noted before picking up the weapon. Remember range increments are dependent on your dexterity. Every one point of dexterity gives you 2 meters of max range at which you can accurately fire your weapon. Every meter out of that range suffers a -5% to hit, this penalty also applies if you are out of the weapons effective range just like personal range. For those wishing to be exceptionally long range, be sure to look at scope mods.
-Bows are extremely quiet compared to other ranged weapons, to be taken note of if you are trying to stealth around.
-Pistols can be drawn as a free action instead of a standard.
-Snipers labeled "bolt" take a standard action to chamber in the next round. This means a new magazine after reload needs a standard action to reload and a standard action to chamber a round.
-Shotguns receive +10% chance to hit, with -1% for every meter after 2 meters.
-Heavy weapons cannot crit and slow your movement speed by 2 meters
-Whips are non lethal but have increased critical range by 10% by default, crits deal no extra damage but can prone or disarm the target (even if ADR overcame the damage entirely).
-A weapons range is the range before it starts suffering penalties to hit. Every 5 feet over its range confers a -5 to hit
Basic Ranged
"P" = physical projectile (bullet)
"E" = Ethi projectile (magical)
--Ethi weaponry classifies its damage type in the special slot. Visually it looks similar to partiularly vibrant bullet tracer rounds more then traditional magic spells.
--Ethi weapons use quick loaded magazines that hold special charges as ammo. As such an ethi magazine is just a solid block that goes into the weapon, so ammo and RoF is how much it gets from a standard charged clip, this is relevant to buying ammunition (further down).
"S" = Special projectile (Rockets, plasma, etc.)
Name | Type | Dmg | Ammo | RoF | AP | Range | Special | Value |
Bow | Bow | 1d4+5 | 1 | 1 | 1 | 80 | Very quiet in comparison to most other ranged weapons | 240 |
-Composite | Bow | 1d4+8 | 1 | 1 | 1 | 100 | Very quiet in comparison to most other ranged weapons | 450 |
Rifle | Rifle | 2d6+8:P | 30 | 3 | 2 | 200 | - | 600 |
Pistol | pistol | 2d4+5:P | 7 | 2 | 1 | 90 | - | 110 |
LMG | heavy | 4d6+4:P | 160 | 10 | 5 | 50 | Two Action reload time, slows movement 1m | 760 |
Shotgun | Shotgun | 3d4+5:P | 8 | 1 | 1 | 35 | every meter after 2 meters damage suffers -1 damage | 550 |
-Verticle double | Shotgun | 3d4+5:P | 6 | 1 | 1 | 35 | Features a second barrel that can load another shotgun ammo type. Counts as loading in two magazines, player's choice which one to fire, does not fire both at once. every meter after 2 meters damage suffers -1 damage | 840 |
Sniper | sniper | 1d6+14:P | 4 | 1 | 5 | 400 | Bolt Action | 700 |
-Light | sniper | 1d6+8:P | 6 | 1 | 3 | 200 | Semi-Automatic, no "bolt" classification. | 700 |
-Anti-material | sniper | 1d4+16:P | 1 | 1 | 10 | 450 | Bolt Action, Slows movespeed 2m, Requires Special Ammo | 1,500 |
Ethi Rifle | rifle | 1d6+8:E | 10 | 2 | 6 | 100 | Ethi-Arcane | 620 |
Ethi Pistol | pistol | 1d4+5:E | 15 | 1 | 3 | 100 | Ethi-Arcane | 130 |
Ethi LMG | heavy | 5d4+4:E | 50 | 5 | 2 | 100 | Ethi-Arcane, slows movement 1m | 900 |
Rocket Launcher | Heavy | 6d20 | 1 | 1 | 20 | 350 | Deals full damage on direct hit, confers 20% reflex check to infantry to avoid direct hit. 3m area of effect deals 5d8 blast damage, does not go through cover despite AP. | 700 |
EMP/AMZ cannon | Heavy | none:S | 1 | 1 | 0 | 30 | EMP/Antimagic 3-meter blast | 7,000 |
Flamethrower | Heavy | 1d6+20 | 100 | 10 | 0 | 5 | Cannot shoot beyond its range, slows movement 1m, +25% to hit | 800 |
Basic Melee
When using melee weapons you add your fitness to your damage.
Name | Style | Dmg | AP | Special | Value |
Sword | Sword | 1d8 | 0 | - | 250 |
Long Sword | Great Sword | 1d10 | 1 | Grants +10% Reflex AC bonus (ignoring armor penalties) | 280 |
Knife | Knife | 1d4 | 3 | - | 190 |
Flail | Ball&Chain | 1d12 | 0 | - | 250 |
Whip | Whip | 1d4 | -5 | - | 130 |
Great Sword | Great-sword | 2d6 | 1 | - | 260 |
Great Mace | Great-mace | 3d4 | 0 | - | 180 |
Spear | Spear | 1d8 | 3 | Reach 1m, can attack things 1m away. | 240 |
Double Sword | Double sword | 1d8 | 1 | Medium Quality, counts as dual wield | 410 |
Rapier | Sword | 1d8 | 2 | 280 | |
Scythe | Scythe | 2d8 | 0 | Medium Quality, -2 to hit, x4 critical | 330 |
Claws | Claws | 1d6 | 0 | Medium quality | 465 |
Special Melee
What is special melee? Weapons with effects pre-assigned to them as opposed to finding it without an enchantment. They are rather expensive and it should be noted that an additional cost allows for syncing it to the owner. This is a frequent practice and there is no way to discern it without inspection. Syncing means the weapon will only work for whoever it was synced to. While customized ones can be created this would be the mass produced bundles that could be easily acquired, and a few rare ones for "ideas".
Name | Style | Dmg | AP | Special | Value |
Ignition Blade | Sword | 1d8 | 5 | On-strike +3d6 fire damage in cone 2m distance | 4500 |
Piercer | Spear | 1d8 | 5 | +15 AP, Reach 1m | 4500 |
Ethi-Cutter | Knife | 1d6 | 3 | +10AP, x4 dmg to shields, Target permanently loses 1d3 armor | 4250 |
Ethi-Cutter | Claws | 1d6 | 3 | +10AP, x4 dmg to shields, Target permanently loses 1d3 armor | 4250 |
Ignition Blade | Sword | 1d8 | 5 | On-strike +3d6 Electric damage, jumps to nearest enemy up to 3 meters away. | 1500 |
Leech | Whip | 1d4 | 0 | On hit choose one: 1) Applies 4d6 electric damage 2)Drain 3d12+10 power from target shields (if applicable). Whip damage is non lethal, electric damage is lethal. | 1650 |