Genesys:Weapons

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Below is a list of Weapons available for purchase. This is not an exhaustive list. All prices are in Authorized Medium of Exchange.

  • Crit - Number of a required to trigger a critical hit
  • Dam - Damage value. Damage value = s + Damage Value. If entry says +N then Damage value = s + Character Brawn + Damage Value
  • HP - Hardpoints
  • Enc - Encumbrance

Weapon List

Melee Weapons
Name Skill Dam Crit HP Range Enc Price Rarity Special
Brass Knuckle Brawl +1 4 1 Engaged 1 40 1 Disorient 3
Knife Melee +1 3 1 Engaged 1 25 1
Monoblade Knife Melee +1 2 1 Engaged 1 240 3 Pierce 2
Monoblade Sword Melee +3 2 1 Engaged 1 480 3 Pierce 2, Defensive 1
Stun Baton Melee 6 4 1 Engaged 1 160 2 Disorient 3, Stun Damage
Stun Gun Melee 5 6 1 Engaged 1 100 1 Stun 3, Stun Damage, Limited Ammo 2
Ranged (Light) Weapons
Name Skill Dam Crit HP Range Enc Price Rarity Special
Frag Grenade Ranged (Light) 8 4 - Short 1 100 5 Blast 6, Limited Ammo 1
Heavy Pistol Ranged (Light) 6 3 1 Medium 1 300 3
Light Pistol Ranged (Light) 5 4 1 Short 1 100 3
Needle Pistol Ranged (Light) 4 3 1 Short 1 500 5 Pierce 2, Vicious 2
Stun Grenade Ranged (Light) 8 6 - Short 1 125 4 Disorient 3, Stun Damage, Blast 8, Limited Ammo 1
Sub-machine Gun Ranged (Light) 5 3 1 Medium 2 400 6 Auto-fire
Ranged (Heavy) Weapons
Name Skill Dam Crit HP Range Enc Price Rarity Special
Assault Rifle Ranged (Heavy) 8 3 2 Long 4 1000 7 Auto-Fire
Gauss Rifle Ranged (Heavy) 10 2 3 Extreme 5 2000 6 Cumbersome 3, Pierce 5, Slow-Firing 1
Needle Rifle Ranged (Heavy) 4 2 2 Medium 3 800 5 Blast 4, Pierce 2, Vicious 3
Sniper Rifle Ranged (Heavy) 9 2 2 Extreme 4 1200 6 Accurate 2, Limited Ammo 4, Pierce 2
Shotgun Ranged (Heavy) 8 3 2 Short 3 500 3 Blast 4, Knockdown, Vicious 2
Stun Shotgun Ranged (Heavy) 7 5 2 Short 3 500 3 Stun Damage, Stun 2
Gunnery Weapons
Name Skill Dam Crit HP Range Enc Price Rarity Special
Assault Cannon Gunnery 15 3 3 Long 6 4500 3 Auto-fire, Cumbersome 4, Inaccurate 1, Pierce 4, Vicious 3
Machine Gun Gunnery 10 3 3 Long 6 1500 6 Auto-Fire, Cumbersome 2, Pierce 2, Vicious 2
Micro-Missile Launcher Gunnery 12 4 3 Long 5 3000 6 Blast 10, Cumbersome 4, Guided 3, Limited Ammo 3, Prepare 1
Needle Cannon Gunnery 15 2 4 Extreme 7 10000 6 Breach 4, Cumbersome 3, Guided 4, Limited Ammo 3, Prepare 1, Vicious 5

See weapon descriptions below

Melee

Brass Knuckle

Brass Knuckles are very simple weapons: chunks of metal (not always brass) designed to slip over your fingers and add power to your punches.

Knife

A knife is an instrument composed of a blade fixed into a handle, used for cutting or as a weapon.

Monoblade Knife

This is an age-old weapon that has been given an impossibly sharp edge through advances in material sciences.

Monoblade sword

A sized up version of the monoblade knife. Stabby stabby.

Stun Baton

Usually used as a police riot club, it shocks opponents into submission. Even tough it's a melee weapon, it does not add Brawn, since the electrical discharge does the damage, and is not based on how hard the baton is swung.

Stun Gun

The name "stun gun" is a bit of a misnomer: it's a hand-held device with protruding electrodes. Push the electrodes into an opponent and they get shocked, which is why it does not add brawn to the damage.

Ranged (Light)

Frag Grenade

A grenade is a small explosive weapon typically thrown by hand. Generally, a grenade consists of an explosive charge, a detonating mechanism, and firing pin to trigger the detonating mechanism.

Heavy Pistol

Heavy pistols are big, bulky hand cannons, like a .45-calibur or larger.

Light Pistol

The ubiquitus pistol is the go-to solution for law enforcement, sport shooting, self-defense, and criminal activity throughout the world. A light is a basic, medium-calibur pistol: a 9mm or .38 calibur weapon, for example. A .22 calibur pistol would reduce the damage by 1 and increase the critical rating by 1.

Needle Pistol

The needle pistol uses electromagnetic coils to fire bursts of tiny metal spears called flechettes. These benefit from significant penetrative power and can sometimes punch straight through an opponents but they don't have a great deal of stopping power.

Stun Grenade

A stun grenade, also known as a flash grenade or a flashbang, is a non-lethal weapon. It is designed to produce a blinding flash of light and loud noise without causing permanent injury.

Sub-machine Gun

Sum-machine guns (SMGs) use pistol-caliber ammunition and a high rate of fire to provide a while lot of damage capacity in a small, easy-to-use package.

Ranged (Heavy)

Assault Rifle

While clattering, hard-hitting assault rifles are ostensibly military weapons, they can and often do fallinto the hands of gangs, crime syndicates and insurgents. "Carbine" versions of many assault rifles exist, which are more compact and reduce the range to medium but also decrease encumbrance by one.

Gauss Rifle

A Gauss Rifle uses an electromagnetic rail or coil to hurl a metal projectile over a long distance at incredible speed. The main drawback of this weapon is that it takes some time to recharge its capacitors after firing.

Needle Rifle

The needle rifle is a larger, heavier version of the pistol, similar to a shotgun that fires larger bursts of flechettes.

Sniper Rifle

While they vary by service and sovereignty, all sniper rifles are designed to fire high-calibur, high velocity rounds over long distances.

Shotgun

When you really want to make an impression in a firefight, a shotgun is a great way to go. Pulling a pistol from a hidden pocket just doesn't have the same dramatic effect as, say, drawing a lever-action 10 guage out of a box of roses in slow motion.

Stun Shotgun

The stun shotgun is a very aggressive riot control weapon. Instead of a regular buck shot, it fires a compact one-use electrical pack with needle-like leads that discharge a stunning shock into the target.

Gunnery

Assault Cannon

A massive auto-cannon. It may or not feature multiple, rotating barrels, or use explosive or armor piercing shells, but the end result is the same - destruction that's probably overkill against infantry and enough to threaten light vehicles.

Machine Gun

Machine guns are large, heavy, often crew-served weapons. Depending on the type, a machine gun can be anything from a medium-weight, man-portable squad-support weapon to a heavy, turret mounted .50 cal.

Micro-Missile Launcher

This portable weapon fires miniature missiles that lock onto a target, pursue it, and detonate.

Needle Cannon

A needle cannon is an even more scaled up and deadly version of a needle rifle that uses narrow, supersonic projections. Needle cannons don't have an explosive payload, but their armor-piercing warheads are immensely effective against even the toughest vehicles.

Weapon Qaulities

Accurate

Passive

Accurate weapons are easier to aim or wield, whether through design or technology. For each level of this quality, the attacker adds b to their combat checks while using this weapon.

Auto-fire

Active

A weapon with Auto-fire can be set to shoot in rapid succession and potentially spray an area with bolts, flechettes, slugs, or other types of projectiles. The advantage in using Auto-fire is that it has the chance to hit multiple targets or to hit a single target multiple times.

As attacking with a weapon on Auto-fire is generally less accurate, the attacker must increase the difficulty of the combat check by d. The user may choose not to use the Auto-fire quality on a weapon in this case, they cannot trigger the quality but also do not suffer the penalty.

If the attack hits, the attacker can trigger Auto-fire by spending a a. Auto-fire can be triggered multiple times. Each time the attacker triggers Auto-fire, it deals an additional hit to the target. Each of these counts as an additional hit from the weapon, and each hit deals base damage plus the number of s on the check.

These additional hits can be allocated to the original target, or to other targets within range of the weapon. If the attacker wishes to hit multiple targets, they must decide to do so before making the check. Furthermore, if they wish to hit multiple targets, their initial target must always be the target with the highest difficulty and highest defense (if this is two separate targets, the GM Chooses which is the initial target) the initial hit must always be against the initial target. Subsequent hits generated can be allocated to any of the other designated targets.

Auto-fire weapons can also activate one Critical Injury for each hit generated on the attack, per the normal rules; the Critical Injury must be applied to the target of the specific hit.

Blast

Active

The weapon has a large spread, an explosive blast, or a similar area of effect, like a detonated grenade or a warhead fired from a missile launcher. If the attack is successful, and Blast activates, each character (Friend or foe) engaged with the original target suffers a hit dealing damage equal to the Blast quality's rating, plus damage equal to the total s scored on the check.

In a relatively small and enclosed area, the Game Master might decide that everyone in the room suffers damage.

If the Blast quality doesn't activate, the ordinance still detonates, but bad luck or poor aim on the part of the firer (or quick reactions on the part of the targets) means the explosion may not catch anyone else in its radius. However, the user may also trigger Blast if the attack misses by spending a a a. In this case, the original target and every target engaged with the original target suffers a hit dealing damage equal to the Blast rating of the weapon.

Cumbersome

Passive

A Cumbersome weapon is large, unwieldy, awkward, or heavy. To wield a Cumbersome weapon properly, the character needs a Brawn characteristic equal to or greater than the weapon's Cumbersome rating. For each point of Brawn by which the character is deficient, they must increase the difficulty of all checks made while using the weapon by one.

Defensive

Passive

An item with the Defensive quality increases the user's melee defense by its Defensive rating.

Disorient

Active

A weapon with Disorient can daze an opponent. When Disorient is triggered, one of the targets hit by the attack is disoriented (GCRB page 114) for a number of rounds equal to the weapon's Disorient rating. A disoriented target adds b to all skill checks they perform. If multiple targets suffer hits from a weapon with Disorient, the quality may be triggered multiple times, affecting a different target each time.

Guided

Active

A weapon with Guided quality can track opponents. The Guided quality can only be triggered if an attack misses. If Guided is triggered, the controlling character may make a combat check at the end of the round as an out-of-turn incidental. The difficulty of this combat check is Average (d d); instead of building the ability of the pool normally, add d equal to the weapon's Guided rating. If the check is successful, the weapon strikes the target, and the attack is resolved normally.

Guided requires a a a to activate, unless otherwise specified in the weapon’s description. The Guided quality can activate on any subsequent combat check it makes, representing the projectile continuing to track the target.

Inaccurate

Passive

Inaccurate weapons are less likely to be accurate or precise. When making an attack with an Inaccurate weapon, add b to the check equal to the Inaccurate rating.

Knockdown

Active

When Knockdown is triggered, one target hit by the attack is knocked prone. If multiple targets suffer hits from a weapon with Knockdown, the quality may be triggered multiple times, affecting a different target each time.

Unless specified otherwise, Knockdown requires a a to trigger, plus one additional a per silhouette of the target beyond 1.

Limited Ammo

Passive

Some weapons fire particularly large or complex projectiles that cost lots of money. Other weapons are expendable weapons like grenades that, once used, are destroyed. A Weapon with the Limited Ammo Quality may be used to make a number of attacks equal to its Limited Ammo Rating before it must be reloaded with a maneuver. In addition, each shot expects one of a limited number of rounds of ammos; more ammo must be purchased or obtained before anyone fires the weapon again. This also applies to grenades and other "one-use" weapons that have the Limited Ammo 1 quality) here, your character is not “reloading" the grenade, but drawing another to use - mechanically, they are equivalent).

Pierce

Passive

Any hits from this weapon ignore a number of points of soak equal to the weapon’s Pierce rating. If the weapon has more ranks of Pierce than the target's total soak, it completely ignores the target's soak. For example, pierce 3 against a soak of 2 ignores 2 points of soak, but the extra point of Pierce has no further effect.

Prepare

Passive

Items with this quality require time to set up before being used. The user must perform a number of maneuvers equal to the item's Prepare rating before using the item (if the item is a weapon "using" it would be making attacks with the weapon). At your GM's discretion, moving with this item, being knocked prone with the item, or other disruptions may require the user to perform the preparation maneuvers again before using the item.

Slow-Firing

Passive

Slow-Firing weapons tend to deal incredible damage, but need time to recharge or cool down between shots. A weapon's Slow-Firing rating dictates the number of rounds that must pass before the weapon can be fired again after attacking. For example, a heavy laser cannon with Slow-Firing 2 must wait two rounds after being fired before it can be fired again.

Stun

Active

A weapon with Stun can deal strain to the target. When the Stun quality is activated, it inflicts strain equal to the weapon’s Stun rating. since this is strain, and not strain damage, it is not reduced by the target's soak.

Stun Damage

Passive

A weapon with this quality can only deal stain damage. (damage applied to the target's strain threshold). Because this is strain damage, not strain, it is still reduced by a target's soak.

Vicious

Passive

When an attack with this weapon results in a Critical Injury or Hit, the character adds ten times the Vicious rating to the Critical roll. With Vicious 3, for example, you would add +30 to the resulting Critical Injury or Hit result.