Weapons

Frontier Setting Character Weaponry
{|
 * MELEE
 * PRICE
 * DAMAGE
 * AMMO
 * ADVANTAGE
 * DRAWBACK
 * Knife, Butterfly
 * 120
 * 1
 * Knife, Butterfly
 * 120
 * 1
 * 1


 * Small, Wide Arc
 * Double Edge
 * Knife, Combat
 * 100
 * 2
 * 2
 * 2


 * Small, Guard 


 * Knife, Crude
 * 10
 * 2
 * 2
 * 2


 * Small 
 * Crude
 * Knife, Throwing
 * 50
 * 2
 * 2
 * 2


 * Small, Thrown Weapon
 * Fragile












 * Whip, Leather
 * 75
 * 1
 * 1
 * 1


 * Reach 
 * Fragile
 * Whip, Laser
 * 750
 * 2
 * 2
 * 2



Armor Pierce(1), Ranged Parry(Energy), Reach

 * Whip, Repulsor
 * 1800
 * 1
 * 6
 * Reach, Scattershot, Ranged Parry(Energy)
 * Overheat
 * Whip, Carbon Nanofiber
 * 2500
 * 3
 * Overheat
 * Whip, Carbon Nanofiber
 * 2500
 * 3
 * 3
 * 3


 * Reach, Mobility 

Double Edge













 * Flexiblade
 * 300
 * 3
 * 3
 * 3


 * Small, Flexible 


 * Machete
 * 225
 * 3
 * 3
 * 3


 * Heavy Blade 
 * Clumsy 
 * Springsteel
 * 500
 * 3
 * 3
 * 3


 * Small, Sudden Impact 
 * Fragile
 * Telescopic Rapier
 * 600
 * 3
 * 3
 * 3


 * Guard









'''


 * Shield, Crude
 * 25
 * 1
 * 1
 * 1


 * Ranged Parry(All), Shield(1)


 * Shield, Riot
 * 125
 * 2
 * 2
 * 2


 * Ranged Parry(All), Shield(2)


 * Shield, Enforcer
 * 450
 * 2
 * 2
 * 2



Ranged Parry(All), Shield(3), Anti-Energy Shield(2)















 * Plasma Torch
 * 1000
 * 3
 * 4
 * Armor Pierce(2)
 * Two-handed
 * Auto-Hammer
 * 1250
 * 4
 * 3
 * Rapid Fire(1)
 * Two-handed
 * Pilebunker
 * 2000
 * 3
 * 1
 * Armor Pierce(2), Environmental Hazard 
 * Two-handed
 * Pilebunker
 * 2000
 * 3
 * 1
 * Armor Pierce(2), Environmental Hazard 
 * Two-handed
 * 1
 * Armor Pierce(2), Environmental Hazard 
 * Two-handed












 * Human Limb
 * 0
 * 0
 * 0
 * 0


 * Attached Weapon
 * Fragile
 * Pneumatic Gauntlet
 * 800
 * 3
 * 2
 * Armor Pierce(1)
 * Clumsy
 * Cybernetic Limb
 * 2350
 * 2
 * Cybernetic Limb
 * 2350
 * 2
 * 2
 * 2


 * Attached Weapon, Hardpoint














 * Improvised Weapon, Light
 * 0
 * 2
 * 2
 * 2


 * Unpredictable
 * Crude 
 * Improvised Weapon, Heavy
 * 0
 * 3
 * 3
 * 3


 * Unpredictable 

Crude, Two-handed








 
 * Club, crude
 * 60
 * 2
 * 2
 * 2


 * Sudden Impact 

Crude, Clumsy

 * Shock Baton
 * 700
 * 2
 * 6
 * Damage Trait(Fitness)<1>, Sudden Impact
 * Overheat
 * Sonic Mace
 * 1100
 * 3
 * 2
 * Splash Damage(2)
 * Overheat
 * Sonic Maul
 * 1500
 * 4
 * 2
 * Splash Damage(3)
 * Overheat, Two Handed
 * Sonic Maul
 * 1500
 * 4
 * 2
 * Splash Damage(3)
 * Overheat, Two Handed
 * 2
 * Splash Damage(3)
 * Overheat, Two Handed







 
 * RANGED
 * RANGED










 * Pistol, Chem
 * 1200
 * 1
 * 4
 * Sneak Attack, Chem
 * 4
 * Sneak Attack, Chem
 * Sneak Attack, Chem


 * Pistol, Holdout
 * 500
 * 1
 * 3
 * Small, Snub Barrel, Charge Shot(2)
 * Inaccurate, Overheat
 * Pistol, Laser
 * 300
 * 2
 * 10
 * Snub Barrel
 * Inaccurate
 * Pistol, Beam
 * 400
 * 2
 * 8
 * Armor Pierce(1)
 * Inaccurate
 * Pistol, Pulse
 * 650
 * 2
 * 6
 * Charge Shot(2) 
 * Overheat
 * Pistol, M99
 * 450
 * 2
 * 9
 * Solid Ammo 
 * Inaccurate
 * Laser Scattergun
 * 750
 * 1
 * 6
 * Scattershot 
 * Inaccurate 
 * Pistol, M99
 * 450
 * 2
 * 9
 * Solid Ammo 
 * Inaccurate
 * Laser Scattergun
 * 750
 * 1
 * 6
 * Scattershot 
 * Inaccurate 
 * 1
 * 6
 * Scattershot 
 * Inaccurate 
 * Scattershot 
 * Inaccurate 












 * Rifle, Laser
 * 775
 * 3
 * 12
 * Accurate, Rapid Fire(2)
 * Two-handed 
 * Rifle, Beam
 * 850
 * 3
 * 6
 * Armor Pierce(2)
 * Two-handed
 * Rifle, Pulse
 * 1000
 * 3
 * 6
 * Charge Shot(3) 
 * Two-handed, Overheat
 * Rifle, AK-774
 * 700
 * 3
 * 15
 * Solid Ammo, Rapid Fire(2)
 * Two-handed 
 * 6
 * Charge Shot(3) 
 * Two-handed, Overheat
 * Rifle, AK-774
 * 700
 * 3
 * 15
 * Solid Ammo, Rapid Fire(2)
 * Two-handed 
 * 15
 * Solid Ammo, Rapid Fire(2)
 * Two-handed 







 
 * Heavy Scattergun
 * 1500
 * 3
 * 6
 * Scattershot
 * Two-handed, Overheat
 * Shotgun, Basic
 * 800
 * 3
 * 2
 * Scattershot, Charge Shot(1), Solid Ammo
 * Two-handed 
 * Shotgun, Combat
 * 1300
 * 3
 * 6
 * Scattershot, Solid Ammo
 * Two-handed 
 * Shotgun, Combat
 * 1300
 * 3
 * 6
 * Scattershot, Solid Ammo
 * Two-handed 
 * 6
 * Scattershot, Solid Ammo
 * Two-handed 







 
 * Bazooka, Pulse
 * 2000
 * 3
 * 6
 * Charge Shot(5) 
 * Two-handed, Overheat
 * Bazooka, Beam
 * 1800
 * 4
 * 3
 * Armor Pierce(2)
 * Two-handed
 * 4
 * 3
 * Armor Pierce(2)
 * Two-handed
 * Armor Pierce(2)
 * Two-handed









'''
 * Heavy Railgun
 * 3000
 * 5
 * 1
 * Solid Ammo, Accurate 
 * 1
 * Solid Ammo, Accurate 
 * Solid Ammo, Accurate 

Two-handed, Artillery, Ponderous

 * Mortar
 * 2500
 * 4
 * 1
 * Solid Ammo, Splash Damage(4)
 * 1
 * Solid Ammo, Splash Damage(4)
 * Solid Ammo, Splash Damage(4)

Two-handed, Artillery, Ponderous













 * Rock
 * 0
 * 1
 * 1
 * 1

'''
 * Thrown Weapon
 * Grenade
 * 250
 * 3
 * 3
 * 3


 * Thrown Weapon, Splash Damage(3)
 * Fragile
 * Heat Kunai
 * 50
 * 3
 * 3
 * 3


 * Thrown Weapon, Armor Pierce(1)
 * Fragile
 * Dart
 * 35
 * 2
 * 2
 * 2


 * Thrown Weapon, Chem
 * Fragile







'''


 * ADVANTAGES
 * ADVANTAGES










 * Accurate
 * Accurate






 * colspan="2" |Attacks against medium or long-range Targets halve the Difficulty modifier.
 * Anti-Energy Shield
 * Anti-Energy Shield






 * colspan="2" |Reduces the damage of Bodily Harm attempts using Energy weapons by Rank, prior to any other Damage Reduction.
 * Armor Pierce(x)
 * Armor Pierce(x)






 * colspan="2" |Ignores (Rank) Damage Reduction when calculating Wounds.
 * Attached Weapon
 * Attached Weapon






 * colspan="2" |Disarm actions cannot target this weapon.
 * Charged Shot
 * Charged Shot






 * colspan="2" |May spend additional ammo before a Draw up to to (rank) to add additional Successes.
 * Charged Strike
 * Charged Strike






 * colspan="2" |May spend additional ammo before a Draw up to to (rank) to add additional Successes.
 * Chem
 * Chem






 * colspan="2" |Chemical effect based on special ammo.
 * Damage Trait(Trait)
 * Damage Trait(Trait)






 * colspan="2" |Reduces the indicated Trait of the Target by Rank until the end of the current turn.
 * Discharge Shot
 * Discharge Shot






 * colspan="2" |Ammo is based on the amount of energy absorbed.
 * Energy Absorb(x)
 * Energy Absorb(x)






 * colspan="2" |Absorbs damage from Energy weapons equal to Rank. Excess Wounds are applied as normal.
 * Ensnare
 * Ensnare






 * colspan="2" |A successful Bodily Harm action with this weapon may Grapple a single Target.
 * Environmental Hazard
 * Environmental Hazard






 * colspan="2" |Doubles the amount of Successes when damaging vehicles and structures.
 * Flexible
 * Flexible






 * colspan="2" |Difficulty +2 to attempts to break this weapon.
 * Guard
 * Guard






 * colspan="2" |Parry attempts with this weapon are at Difficulty – 1.
 * Guided
 * Guided






 * colspan="2" |Attempts to Dodge this weapon are at Difficulty + 4.
 * Hardpoint
 * Hardpoint






 * colspan="2" |Additional weapons may be built into this one.
 * Heavy Blade
 * Heavy Blade






 * colspan="2" |Difficulty modifiers are halved when making Called Shots.
 * Improved Response(x)
 * Improved Response(x)






 * colspan="2" |Increases the Response of the Vehicle by Rank.
 * Mobility
 * Mobility






 * colspan="2" |Actors using this weapon can move to a point within Medium range without losing their Action.
 * Ranged Parry(Type)
 * Ranged Parry(Type)






 * colspan="2" |This weapon can Parry ranged Energy weapons(Laser, Beam, Pulse), Solid Ammo weapons, or both depending on type.
 * Reach
 * Reach






 * colspan="2" |This weapon can be used at Melee or Short range.
 * Scattershot
 * Scattershot






 * colspan="2" |May spend an additional ammo and reduce Ranged Skill by 1(min. 1) to add an additional Target.
 * Shield(x)
 * Shield(x)






 * colspan="2" |Rank indicates the Cover Bonus, Damage Reduction, and Wounds the shield can handle before destruction.
 * Small
 * Small






 * colspan="2" |Difficulty – 2 to conceal.
 * Snub Barrel
 * Snub Barrel






 * colspan="2" |May make attacks at Melee range without penalty.
 * Solid Ammo
 * Solid Ammo






 * colspan="2" |Attacks ignore Anti-Energy Shields.
 * Splash Damage(x)
 * Splash Damage(x)






 * colspan="2" |Inflicts a Difficulty 1 + Rank Explosion at Weapon Damage within Short Range of the Target.
 * Sudden Impact
 * Sudden Impact






 * colspan="2" |Adds two additional successes when used against unaware Target(s).
 * Thrown Weapon
 * Thrown Weapon






 * colspan="2" |This weapon can be used as a ranged attack without incurring Risk.
 * Unpredictable
 * Unpredictable






 * colspan="2" |Attempts to Parry this weapon are at Difficulty + 1.
 * Wide Arc
 * Wide Arc






 * colspan="2" |May reduce Melee Skill by 1(min 1) to add an additional Target when using this Weapon.












 * DRAWBACKS
 * DRAWBACKS










 * Artillery
 * Artillery






 * colspan="2" |The weapon suffers additional Difficulty against Targets at Melee or Short range.
 * Clumsy
 * Clumsy






 * colspan="2" |Risks taken using this weapon are doubled in severity.
 * Crude
 * Crude






 * colspan="2" |Difficulty – 2 to attempts to break this weapon.
 * Double Edge
 * Double Edge






 * colspan="2" |Attempts to Parry with this weapon are at Difficulty + 1.
 * Fragile
 * Fragile






 * colspan="2" |This weapon cannot be used to Parry.
 * Inaccurate
 * Inaccurate






 * colspan="2" |Attacks against targets double any range-related Difficulty.
 * Limited Ammo
 * Limited Ammo






 * colspan="2" |The weapon cannot be reloaded during an Interaction.
 * Overheat
 * Overheat






 * colspan="2" |Deals 1 Wound to the user if weapon's Advantage(s) are used more than once in a turn.
 * Ponderous
 * Ponderous






 * colspan="2" |Difficulty + 2 to attack with this weapon if Actor has moved as part of this Action.
 * Projectile
 * Projectile






 * colspan="2" |This weapon can be Parried by any Ranged or Melee weapon.
 * Two Handed
 * Two Handed






 * colspan="2" |Difficulty + 2 to attack with this weapon in only one hand.
 * Two Hardpoint
 * Two Hardpoint






 * colspan="2" |Weapon takes up 2 Hardpoints when installed.
 * }