Skip to main content Link Search Menu Expand Document (external link)

Weapons

Weapons are defined by the following function:

int Weapon_Name(category, damage, reload, -special)
//---------------------------------------
//
// Category
//     Weapon categories are made up of a combination between [light, medium, 
//heavy] and 
//[melee, range], each of which provide implied characteristics. 
//     * Light weapons fit two to an inventory slot, can be used one handed, 
//and require a Wisdom 
//check to be found during a search
//     * Medium weapons take up a single inventory slot 
//     * Heavy weapons are obvious, require two hands to use, and take up two 
//inventory slots
//     * Melee weapons typically have a reload score of 0 and are silent
//     * Range weapons require ammunition to function and typically require two 
//hands. 
//     * Grenades are light range weapons that are consumed on use. 
//
// Damage
//     The amount of damage done to Hit Points on a successful attack. If no 
//value is present, use 
//default values:
//     * Light weapons typically do 1d6 damage
//     * Medium weapons typically do 1d8 damage
//     * Heavy weapons typically do 1d10 damage
//
// Reload
//     The value that, when naturally rolled equal to or below during an Attack 
//roll, triggers the need for a reload. May be affected by certain Combat 
//Maneuvers. Scale is between 0-20. Examples:
//     * Sword 0 - Unable to roll <0; no need for reload
//     * Minigun 1 - Huge magazine, rarely runs out of ammunition. 
//     * SMG 7 - Reloads 35% of the time. 
//     * Bow 20 - Reloads with every shot. 
//
//Special
//     Denotes any special or different ability, or damage type the weapon may 
//have. Any defined special should be immediately documented.
//---------------------------------------

Listed weapons are simply starting weapons that one may find in an army surplus store or common on the street. For more aggressive items one might find on a job or through special contacts, please see the GM section.

Light Melee

Bayonet (lm, d4, 0, Affixed)

>Adds melee option to Medium or Heavy ranged weapon
A metal spike that sits on the end of the weapon’s barrel, giving you a stabbing option.

Blackjack (lm, d6, 0, Non-lethal)

>Weapon only does non-lethal damage
A leather pouch full of lead weights used to humanely bludgeon someone.

Cobra_Baton (lm, d6, 0, Concealable)

>Wisdom checks to find during a search are made at -2
Weighted, sharpened tip on the end of an expandable spring baton. A simple flick will ruin someone’s day. Gewalt Armaments.

Garrote (lm, d6, 0, Grapple_Only)

>Rather than directly attacking, this weapon allows for damage during a Grapple combat maneuver, by the Grappler
A thin piece of wire applied aggressively to the throat. Not fun.

Knife (lm, d6, 0/20, Throwable)

>Weighted properly for throwing
It’s a knife. It does knife things.

Medium Melee

Baseball_Bat (mm, d8, 0, Concussion)

>On a Critical Attack, target must Save or be Concussed
It’s a baseball bat, but made out of future polymers.

Chainsaw_Bayonet (lm, d6, 0, Affixed)

>Adds melee option to Heavy ranged weapon
Fuck yeah, let’s gooooo. A Gewalt Armaments showstopper.

Katana (mm, d8, 0, Weeb)

>Fucking Weeb
Available from an ancient monastic forge, the local mall, and everywhere in between.

Stun_Baton (mm, d8, 0, Electric)

>Weapon inflicts electrical damage
Essentially a metal bat with electrical coils. Useful in fucking up augments. And people in general.

Sword (mm, d8, 0)

Guy killed me, Mal. He killed me with a sword. How weird is that?

Heavy Melee

BF_Hammer (hm, 1d10, 0)

That’s a really big hammer. Probably a sledge.

Chainsaw (hm, 1d12, 0, Loud)

>Makes a LOT of noise
Bane of trees, drywall, and…just about anything, really.

Polearm (hm, 1d8, 0, Reach)

_>User can attack anyone approaching within 10’ _
A polearm in this day and age? Alright. Good on you.

Light Range

Flame_Bayonet (lr, d4, 20, Fire, Attachment)

>Weapon inflicts fire damage
>Attaches to weapon one size larger
A mini flamethrower for when the fuckers get too close. Brought to you by Pyroplo.

Flare (lr, d4, 20, Fire)

>Launches a pyrotechnic that doesn’t explode.
It’s a flare gun, it launches flares.

Glock_19 (lr, d6, 6)

The Great American workhorse. Common. Affordable. Classic.

Lebedev_PR-15 (lr, 1d6, 9, Silenced)

>Shots are quiet, making it unnoticeable to anyone outside the general area.
Yes, yes, a “silenced” gun is still fairly loud. But this is a game. Also, the future. Kalashnikov Concern.

One_Off (lr, d6, 20, Disposable)

_>Consumed on use. _
Available in Gewalt Armaments vending machines found in most popular cities.

Taser (lr, d6, 20, Non-lethal)

>Weapon only does non-lethal damage
Fires darts on a wire to carry electrical current into the target. Hurts like a bastard.

Sig Sauer P378 (lr, d6, 7, Concealable)

>Wisdom checks to find during a search are made at -2
An update on an old micro-compact classic which is loved for its size. Or lack thereof.

Strayer_OverUnder (lr, d6, 9, MinDmg(3))

>Does a minimum of 3 damage.
A dual barrel pistol which fires 2 bullets with a single pull of the trigger. Gewalt Armaments.

Medium Range

AK-47 (mr, 2d4, 6, Dmg_Cascade)

>Damage dice are rolled again on highest value.

Standard Soviet military rifle that strikes fear into the cold hearts of capitalists and fascists alike. Known for its reliableness. A Kalashnikov Concern main model.

AR-15 (mr, 1d8, 6)

Stands for “Assault Rifle model 15.” Workhorse of the Western fascists and conservative psychopath. At least the market is flooded, making this one fairly cheap.

Compound_Bow (mr, 1d8, 20, Silent)

>Weapon makes no noise when fired
Useful in both deer hunting and pig hunting.

Encrypter (mr, d6, 7, BlockChain)

>Adds kill to Blockchain
Incriminating? Or a digital trophy? Yes to both. Brought to you by CryptoDefense.

Payday (mr, d6, 9, CryptoMine(.5))

>Generates .5 crypto currency unit per trigger pull
All I wanna do is [3 shots]… and a [gun cocks], [cha-ching] and take your money! A CryptoDefense scam original.

Room_Clearer(mr, 2d6, 20, Cone(15))

>Area of Attack is a 15’ cone
A pistol that uses small shotgun shells. Don’t stand in front of it. Gewalt Manufacturing.

Flamethrower (mr, 1d8, 5, Fire)

>Weapon inflicts fire damage
A handheld, pistol shaped flamethrower that spits a line of fire. Brought to you by Pyroplo.

Uzi (mr, 1d8, 5, One_Handed)

>Weapon can be used one handed
Remake of an old Israeli design. Popular among gangsters, as it allows you to spit lead and still have a hand free. For doing gangster shit.

WikiMurder (mr, d6, 9, Wiki)

>Updates the victim’s wiki entry to be in the past tense
Why would you want this? Enough people to keep CryptoDefense in business seem to want it.

Heavy Range

Gewalt_Minigun (hr, 1d10, 3, Kick)

>Requires Strength check for every continuous round of usage
You wouldn’t think it would be on the available starting gear list, but after a few wars the Military Surplus stores are loaded with them. Makes you look like a god damn sexual Tyranasaurous. Gewalt Manufacturing.

Hot_Boy (hr, 2d10, 5, Fire, Explosive)

>Fire: Weapon inflicts fire damage
>Explosive: A Critical Fail on a Defense test causes the weapon to explode
Big, honking, back worn tank of fuel connected to a wrist mounted hose and pilot light. Caution: Flammable. A Pyroplo staple.

SV-98 (hr, 2d8, 20, Aim_Required, MinDmg(7))

>Requires 1 round to aim
>Does at least 7 damage
Large rifle used to shoot at folks from a long way away. A rude way to say ‘hello.’ Kalashnikov Concern.

Grenades

Eye_Guy (grenade, 0, 20, Optics)

>Launches cloud of optical sensors
Used by the sort of people who infiltrate rooms to get a visual on the room they’re about to violently break into.

Flash_Bang (grenade, 0, 20, Concussion)

>On explosion, everyone in radius must Save or be Concussed
Used to disorientate targets through concussive force and a sudden bright explosion

Flash_Freeze (grenade, 1d6, 20, Cryo)

>Weapon inflicts cryo damage
Explosive chemical reaction does cryogenic damage to everything in the blast radius

Fragmentation (grenade, 1d8, 20)

The good old fashion sort of grenade. No bells, no whistles. Throw it at the feet of some poor bastard and wait for the boom.

High_Explosive (grenade, 2d8, 20, Smaller_AOE)

>Explosion radius is half of standard
Made for throwing around indoors at people you hate. The concussive force is the killer in this instance.

Incendiary (grenade, 1d6, 20, Fire)

>Weapon inflicts fire damage
What if explosion, but also fire? Sets everything in the explosion radius on fire, that’s what.

MiniNuke (grenade, 2d6, 20, Radiation)

>Weapon inflicts radiation damage
Why would someone make this? Because they could. Illegal, but who’s going to stop you? A libertarian wet dream, so you know it’s a bad idea.

Smoke (grenade, 0, 20, Smoke)

>Generates billows of smoke rather than exploding
Instead of exploding, these belch out billows of smoke for 10 minutes. Color is customizable.

Tear_Gas (grenade, 0, 20, Poison_Smoke)

_>Smoke cloud caused by this device is poisonous, and deals 1d6 damage to anyone ending their turn within it. _
Technically a war crime! Tool of choice for fascist authorities against unarmed, peaceful crowds.