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Weapons


The enclave makes a set of melee and ranged weapons that are high-tech in nature.

Melee Weapons

Weapons held in the hand and swung at an opponent adjacent to the person weilding it.

Axe, Combat

A combat axe is a tool for cutting through flesh, not trees.

Currency Cost: 2 dice Weight: 3 lb. Damage: 3 wounds. Damage Type: Kinetic. Armor Piercing: 0 Minimum Strength: 4 Rarity: d12 Properties: None


Axe, Woodsman

This axe is more commonly used for chopping down trees than for combat, but in a pinch, it can be used for combat.

Currency Cost: 1 die Weight: 4 lb. Damage: 2 wounds. Damage Type: Kinetic. Armor Piercing: 0 Minimum Strength: 4 Rarity: d12 Properties: Two Hands.


Knife

A simple knife is used for cutting. This is a sidearm blade that is allowed within the enclave.

Currency Cost: 1 die. Weight: 1 lb. Damage: 1 wound. Damage Type: Kinetic. Armor Piercing: 0 Minimum Strength: 0 Rarity: d12 Properties: None


Force Knife

The blade is coated with an electrical and force field and designed to cut through heavy armor. However, this knife is not allowed within the enclave.

Currency Cost: 2 dice. Weight: 2 lb. Damage: 2 wounds. Damage Type: Kinetic. Armor Piercing: 3 Minimum Strength: 0 Rarity: d12 Properties: Energy Field. Heavy Weapon.


Force Sword, Great

The blade is coated with an electrical and force field designed to cut through heavy armor.

Currency Cost: 2 dice. Weight: 8 lb. Damage: 5 wounds. Damage Type: Kinetic. Armor Piercing: 6 Minimum Strength: 6 Rarity: d10 Properties: Energy Field. Heavy Weapon. Two Hands.


Force Sword, Long

The blade is coated with an electrical and force field designed to cut through heavy armor.

Currency Cost: 2 dice. Weight: 4 lb. Damage: 4 wounds. Damage Type: Kinetic. Armor Piercing: 5 Minimum Strength: 4 Rarity: d10 Properties: Energy Field. Heavy Weapon.


Force Sword, Short

The blade is coated with an electrical and force field designed to cut through heavy armor.

Currency Cost: 2 dice. Weight: 3 lb. Damage: 3 wounds. Damage Type: Kinetic. Armor Piercing: 4 Minimum Strength: 2 Rarity: d10 Properties: Energy Field. Heavy Weapon. Two Hands.


Sword, Great

This two-handed sword is a significant weapon that slices through flesh.

Currency Cost: 2 dice. Weight: 6 lb. Damage: 4 wounds. Damage Type: Kinetic. Armor Piercing: 0 Minimum Strength: 6 Rarity: d12 Properties: Two Hands.


Sword, Long

This traditional weapon from knights of ancient times can cut through flesh quickly and effortlessly.

Currency Cost: 2 dice. Weight: 3 lb. Damage: 3 wounds. Damage Type: Kinetic. Armor Piercing: 0 Minimum Strength: 4 Rarity: d12 Properties: None


Sword, Short

It is a more miniature sword than the rest but longer than a knife, so it is clear it is a weapon, not a tool.

Currency Cost: 1 die. Weight: 2 lb. Damage: 2 wounds. Damage Type: Kinetic. Armor Piercing: 0 Minimum Strength: 2 Rarity: d12 Properties: None


Experimental Magionite Axe, Combat

This combat axe was crafted from Magionite and contains a weave of the material laced through its blade. In lab tests, a Magionite blade channeled with mana does more damage than its uncharged form.

Currency Cost: 4 dice Weight: 3 lb. Damage: 3 wounds. Damage Type: Kinetic. Armor Piercing: 0 Minimum Strength: 4 Rarity: d6 Properties: Magionite Weave, +1 wound for two hours on one mana check.

Ranged Weapons

Weapons fired at a distance.

Compound Bow

Quiet and practical, this weapon fires arrows.

Currency Cost: 1 die. Weight: 3 lb. Damage: 2 wounds. Damage Type: Kinetic. Armor Piercing: 1 Minimum Strength: 2 Capacity: 1 Rate of Fire: 1 Range: 12 Rarity: d12 Properties: Two Hands.


Crossbow

Quiet and practical, this weapon fires a bolt.

Currency Cost: 1 die. Weight: 7 lb. Damage: 2 wounds. Damage Type: Kinetic. Armor Piercing: 2 Minimum Strength: 2 Capacity: 1 Rate of Fire: 1 Range: 15 Rarity: d12 Properties: Two Hands.


Glock Pistol

A straightforward pistol is a slug thrower that is allowed within the enclave.

Currency Cost: 2 dice. Weight: 3 lb. Damage: 3 wounds. Damage Type: Kinetic. Armor Piercing: 1 Minimum Strength: 0 Capacity: 17 Rate of Fire: 1 Range: 12 Rarity: d10 Properties: None


Grenade Launcher

This grenade launcher fires grenades at a fair distance. It has interchangeable grenades, armor-piercing, fragmentation, high-explosive, and plasma.

Currency Cost: 2 dice. Weight: 15 lb. Damage:

  • Armor-piercing: 4 wounds.
  • Fragmentation: 5 wounds.
  • High-Explosive: 6 wounds.
  • Plasma: 4 wounds. Damage Type:
  • Armor-piercing: Kinetic
  • Fragmentation: Kinetic
  • High-Explosive: Kinetic
  • Plasma: Heat Armor Piercing:
  • Armor-piercing: 5
  • Fragmentation: 0
  • High-Explosive: 2
  • Plasma: 0 Minimum Strength: 2 Capacity: 24 Rate of Fire: 1 Range: 18 Rarity: d8 Properties: Interchangeable Grenades. Heavy Weapon. Two Hands.
  • Armor-Piercing: None
  • Fragmentation: None
  • High-Explosive: None
  • Plasma: Burning.

Grenade Launcher, Heavy

This heavy grenade launcher fires grenades at a fair distance. It has interchangeable grenades, armor-piercing, fragmentation, high-explosive, and plasma.

Currency Cost: 3 dice. Weight: 75 lb. Damage:

  • Armor-piercing: 4 wounds.
  • Fragmentation: 5 wounds.
  • High-Explosive: 6 wounds.
  • Plasma: 4 wounds. Damage Type:
  • Armor-piercing: Kinetic
  • Fragmentation: Kinetic
  • High-Explosive: Kinetic
  • Plasma: Heat Armor Piercing:
  • Armor-piercing: 5
  • Fragmentation: 0
  • High-Explosive: 2
  • Plasma: 0 Minimum Strength: 6 Capacity: 40 Rate of Fire: 2 Range: 24 Rarity: d6 Properties: Interchangeable Grenades. Heavy Weapon. Two Hands.
  • Armor-Piercing: None
  • Fragmentation: None
  • High-Explosive: None
  • Plasma: Burning.

Hunting Rifle

This hunting rifle is excellent for hunting simple game animals.

Currency Cost: 2 dice. Weight: 8 lb. Damage: 3 wounds. Damage Type: Kinetic. Armor Piercing: 2 Minimum Strength: 2 Capacity: 5 Rate of Fire: 1 Range: 24 Rarity: d10 Properties: Two Hands.


Ion Pistol

This pistol is an ion weapon charged by a high-density battery.

Currency Cost: 2 dice. Weight: 2 lb. Damage: 2 wounds, -1 Armor Rating. Damage Type: Energy. Armor Piercing: 0 Minimum Strength: 0 Capacity: 12 Rate of Fire: 1 Range: 10 Rarity: d10 Properties: None


Ion Rifle, Pulse

This pulse rifle is an ion weapon charged by a high-density battery.

Currency Cost: 2 dice. Weight: 7 lb. Damage: 2 wounds, -1 Armor Rating. Damage Type: Energy. Armor Piercing: 0 Minimum Strength: 2 Capacity: 60 Rate of Fire: 3 Range: 20 Rarity: d8 Properties: Heavy Weapon. Two Hands.


Laser Pistol, Heavy

This pistol is a laser weapon charged by a high-density battery.

Currency Cost: 2 dice. Weight: 5 lb. Damage: 3 wounds. Damage Type: Energy. Armor Piercing: 2 Minimum Strength: 2 Capacity: 12 Rate of Fire: 1 Range: 15 Rarity: d10 Properties: None


Laser Pistol, Light

This pistol is a laser weapon charged by a high-density battery. It is light enough to be allowed within the enclave.

Currency Cost: 1 die. Weight: 4 lb. Damage: 3 wounds. Damage Type: Energy. Armor Piercing: 1 Minimum Strength: 0 Capacity: 20 Rate of Fire: 1 Range: 12 Rarity: d10 Properties: None


Laser Pistol, Pulse

This pulse pistol is a laser weapon charged by a high-density battery.

Currency Cost: 2 dice. Weight: 5 lb. Damage: 3 wounds. Damage Type: Energy. Armor Piercing: 1 Minimum Strength: 2 Capacity: 30 Rate of Fire: 2 Range: 15 Rarity: d8 Properties: None


Laser Rifle

This rifle is a laser weapon charged by a high-density battery.

Currency Cost: 2 dice. Weight: 6 lb. Damage: 3 wounds. Damage Type: Energy. Armor Piercing: 2 Minimum Strength: 2 Capacity: 20 Rate of Fire: 1 Range: 24 Rarity: d8 Properties: Two Hands.


Laser Rifle, Pulse

This pulse rifle is a laser weapon charged by a high-density battery. It can bring down heavy armored foes.

Currency Cost: 3 dice. Weight: 10 lb. Damage: 3 wounds. Damage Type: Energy. Armor Piercing: 3 Minimum Strength: 2 Capacity: 60 Rate of Fire: 3 Range: 24 Rarity: d8 Properties: Heavy Weapons. Two Hands.


M-16 Rifle

This rifle is semi-automatic and is used for simple defense.

Currency Cost: 2 dice. Weight: 8 lb. Damage: 3 wounds. Damage Type: Kinetic. Armor Piercing: 2 Minimum Strength: 2 Capacity: 30 Rate of Fire: 3 Range: 24 Rarity: d8 Properties: Two Hands.


M60 Machine Gun

This heavy machine weapon is designed to cut through soft targets, not heavy armor.

Currency Cost: 3 dice. Weight: 33 lb. Damage: 3 wounds. Damage Type: Kinetic. Armor Piercing: 2 Minimum Strength: 4 Capacity: 100 Rate of Fire: 4 Range: 30 Rarity: d6 Properties: Two Hands.


Mini Missile Launcher

This launcher fires mini-missiles into the target. The missiles can be armor-piercing, high-explosive, or plasma.

Currency Cost: 3 dice. Weight: 25 lb. Damage:

  • Armor-Piercing: 7 wounds.
  • High-Explosive: 9 wounds.
  • Plasma: 7 wounds. Damage Type:
  • Armor-Piercing: Kinetic
  • High-Explosive: Kinetic
  • Plasma: Heat Armor Piercing:
  • Armor-Piercing: 10
  • High-Explosive: 4
  • Plasma: 0 Minimum Strength: 6 Capacity: 1 Rate of Fire: 1 Range: 100 Rarity: d6 Properties: Interchangeable Mini-Missile. Deadly. Heavy Weapon. Two Hands.
  • Armor-Piercing: Deadly.
  • High-Explosive: Deadly. Blast: 5-feet.
  • Plasma: Burning. Deadly. Blast: 5-feet.

Particle Beam Rifle

This rifle is a particle beam that can disintegrate a target.

Currency Cost: 3 dice. Weight: 17 lb. Damage: 5 wounds. Damage Type: Force. Armor Piercing: 4 Minimum Strength: 4 Capacity: 8 Rate of Fire: 1 Range: 18 Rarity: d6 Properties: Disintegration. Heavy Weapon. Two Hands.


Plasma Ejector

This heavy weapon fires heated plasma that sets the target on fire.

Currency Cost: 3 dice. Weight: 16 lb. Damage: 4 wounds. Damage Type: Heat. Armor Piercing: 0 Minimum Strength: 4 Capacity: 12 Rate of Fire: 1 Range: 24 Rarity: d6 Properties: Burning. Heavy Weapon. Two Hands.


Pump Action Shotgun

This standard shotgun is used to defend against soft targets.

Currency Cost: 2 dice. Weight: 8 lb. Damage: 3 wounds. Damage Type: Kinetic. Armor Piercing: 0 Minimum Strength: 0 Capacity: 6 Rate of Fire: 1 Range: 12 Rarity: d10 Properties: Shotgun. Two Hands.


Rail Gun

This rail gun is a rare weapon that fires shards of metal rapidly. It requires a high-density battery but is not a slug thrower.

Currency Cost: 3 dice. Weight: 17 lb. Damage: 3 wounds. Damage Type: Kinetic. Armor Piercing: 3 Minimum Strength: 8 Capacity: 200 Rate of Fire: 3 Range: 30 Rarity: d6 Properties: Heavy Weapon. Two Hands.


Revolver Pistol

This six-chamber pistol has more stopping power than the Glock.

Currency Cost: 2 dice. Weight: 4 lb. Damage: 3 wounds. Damage Type: Kinetic. Armor Piercing: 1 Minimum Strength: 0 Capacity: 6 Rate of Fire: 1 Range: 12 Rarity: d10 Properties: None