Weapons

Melee Weapons

… are an old staple of the world, and most see no reason to change that.


Knives/Daggers

  • Vibro Knife: The premier sidearm of the average man, vibro-knives are a general purpose weapon that performs adequately in any situation.
    - Str+d6 damage
    - AP 2
    - Light (Doesn’t count as a significant item)
    - Requires an action to activate it.
    - Costs $100
  • Ceramix Blade: The favored blade of assassins; this weapon has no parts that would trip a weapons sensor, is small enough to be concealed, and deadly sharp.
    - Str+d4 damage, and+d10 damage on a raise.
    - Concealable (+2 agility roll to draw, -2 to be noticed, doesn’t show up on scanners)
    - Thrown range 3/6/9
    - Light (doesn’t count as a significant item)
    - Very fragile (Toughness 5; breaks if player rolls a 1 on fighting die)
    - Costs $100
  • Crystal Dagger: Despite the fancy name, these blades are cheap knockoffs: snapped off of rapid-growing crystal formations and sold in bulk to desperate buyers.
    - Str+d4 damage, and+d8 on a raise.
    - Light (doesn’t count as a significant item)
    - Costs $10

Swords

  • Durium Blade: The standard military sidearm for vanguard units, available in surplus stores everywhere. A straight, two-edged sword common in Amaligian military units.
    - Str+d6 damage and+d8 damage on a raise.
    - AP 1
    - Costs $250
  • Adjusti-cutlass: Famously popularized by pirates, aetherwaymen, and other ship combat specialists, this cutlass-inspired weapon features an extendable and retractable blade for fighting in close or open quarters.
    - Str+d6 damage with shortblade.
    - Str+d8 and two-handed with longblade.
    - AP 1
    - Costs $300
  • Chain Sword: A product based on Undus Union designs, originally intended for felling lumber it’s even more effective felling people. A pullcord in the pommel activates the razor sharp teeth that ring the massive blade.
    - Str+d10 damage
    - Two Handed
    - AP 4
    - Requires an action to start; Loud
    - Heavy (Counts as 2 significant items)
    - Costs $400
  • Gentleman’s Auto-Sword: Discerning gentlemen don’t trouble themselves with base violence. This stylish sidearm will handle all that nonsense for you. Comes in eggshell white or gunmetal grey.
    - 2d6 damage
    - Sets your fighting to d6 while equipped
    - Costs $500

Axes

  • Boarding Axe: Another staple of close-quarters ship boarding combat, these durium axes are seen throughout the heavens.
    - Str+d8 damage
    - Costs $250
  • Jotnar Brandr: These massive two-handed axes are so big only a Jotun Giant can use them. They are cold-forged with black iron with a cutting edge of magic ice.
    - Str+d10 damage
    - AP 2
    - Reach 1"
    - Weak Defense: (-1 parry)
    - Heavy (Counts as 2 significant items)
    - Costs $250

Hammers/Mauls/Maces

  • Bashstick: It lives up to its name, but not much else.
    - Str+d6 damage
    - Costs $10.
  • Beatstick: The next tier of weapon sold by Smash Inc. Features a flanged head with inscripted inertial seals to let it crack armor like an egg while still remaining affordable for the average citizen.
    - Str+ d6 damage
    - AP 2 vs. Rigid Armor
    - Costs $100
  • Breakstick: Our offering to specialty customers. All the features of the beatstick, scaled up with more sturdy construction.
    - Str+d10 damage
    - AP 2 vs Rigid Armor
    - Two-handed
    - Costs $250

Polearms

  • Defenstaff: Popular for crowd control, these composite alloy staves are extremely light and strong.
    - Str+d4 damage.
    - Reach 1"
    - Increases Parry by 1
    - Carried
    - Costs $10
  • Plasma Spear: Blurring the lines between melee weapon and ranged weapon, this spear has a small fountain of plasma for a tip that’s capable of firing bolts of energy. Staple weapon of the Quetzin Empire.
    - Str+d6 damage in melee; 2d4 damage per bolt
    - Reach 1" melee; 12/24/36 ranged.
    - Carried
    - Costs $500
  • Rocket Javelin: As rocket technology advanced, many inventors looked to translate the new technology into older rocket-like forms.
    - Str+d6 damage
    - Range of 12/24/36
    - Must be carried
    - Heavy (counts as 2 significant items)
    - Costs $500

Ranged Weapons

Pistols

  • Stunner: The most popular non-lethal weapon in the Heavens, used by civilians and police forces alike.
    - 2d6 damage; nonlethal, incapacitated enemies are unconscious for 2d6 hours and then recover 1 “wound” per hour. 10 shots.
    - 3/6/12 range.
    - Costs $250
  • Sonic Pistol: Invented by the Tethys, this weapon works much better underwater than above.
    - 2d6-2 damage in air, 2d6+2 damage underwater. 15 shots.
    - AP 2
    - 10/20/40 range
    - Costs $300
  • Plasma Pistol: The standard sidearm of the galaxy; made by almost every manufacturing corp, each with their own unique twist. These stats are for a generic model.
    - 1-3d6 damage. Increasing the damage uses a like number of shots. 25 shots.
    - RoF 1; Semi-Auto
    - Range 15/30/60
    - Costs $200

Rifles

  • Laser Rifle: Trading power for focus, this rifle is highly effective at piercing through armor.
    - 2d6 damage, AP 6; RoF 3; Auto+3RoundBurst; 50 shots
    - Range 24/48/96
    - Costs $300
  • Plasma Rifle: Abandoning focus for power, this rifle is more common among non-military combatants.
    - 1-3d6 damage. Increasing the damage uses a like number of shots. 50 shots.
    - RoF 3; Auto+3RoundBurst
    - Range 30/60/120
    - Costs $300

Weapons

Starseige: War in the Heavens Theroy