Simple Weapons - Melee Cost Dmg (S) Dmg (M) Crit Range Wt Type

Light Weapons
Charge Mace 650 2d6 2d8 x2 - 8.0 Bludgeoning
Shatter Glove 1,000 +1d8 +1d10 - - 1.0 Sonic
Shock Palm 150 3d6 3d8 - - 1.0 Electricity

Martial Weapons - Melee Cost Dmg (S) Dmg (M) Crit Range Wt Type

Light Weapons
ExecutionersKiss 250 1d3 1d4 x3 - 1.0 Piercing + acid
... Canister (25) 100 0.5
GunButt (pistol) - 1d3 1d4 x2 - - Bludgeoning
MultiSword 500 1d4 1d6 19/x2 - 4.0 Slashing

One-Handed
Bayonet (carbine) 20 1d4 1d6 x3 - 1.0 Piercing/slashing
GunButt (carbine) - 1d4 1d6 x2 - - Bludgeoning
MultiRod 750 1d4 1d6 x2 10 2.0 Bludgeoning
MultiSword 500 1d6 1d8 19/x2 - 4.0 Slashing
PowerFist 2,500 2d6 2d10 x4 - 20.0 Bludgeoning
StormHammer 1,200 2d8 4d6 x3 - 10.0 Bludgeoning

Two Handed
Bayonet (rifle) 20 1d6 1d8 x3 - 1.0 Piercing/slashing
GunButt (rifle) - 1d6 1d8 x2 - - Bludgeoning
MultiRod 750 1d4/1d4 1d6/1d6 x2 - 2.0 Bludgeoning
MultiSword 500 1d10 2d6 19/x2 - 4.0 Slashing

Exotic Weapons - Melee Cost Dmg (S) Dmg (M) Crit Range Wt Type

One Handed
Afflox 1000 1d10 2d6 x2 - 5.0 Bludgeoning
NeuroLash 600 1d8 1d10 x2 - 2.0 Bludgeoning or subdual

Simple Weapons - Ranged Cost Dmg (S) Dmg (M) Crit Range Wt Type

Light
Espionage Needler 500 1 1d2 x3 5.0 - Piercing
Firespray 250 2d3 2d4 x4 10 0.5 Fire
Holdout Gyrojet 200 1d8 1d12 x2 200 0.5 Fire/Piercing
...Magazine (3) 5 - - - - - -
Gyrojet Pistol 400 1d8 2d6 x2 300 2.0 Fire/Piercing
...Magazine (10) 20 - - - - 1.0 -
Railgun Pistol 600 2d6 2d8 x3 150 6.0 Piercing
...Magazine (10) 30 - - - - 0.5 -

One Handed
Blunderblast 500 3d8 3d10 x2 40 13.0 Piercing
Gyrojet carbine 500 2d8 2d10 x2 400 6.0 Fire/Piercing
...Magazine (20) 50 - - - - 2.0 -
Railgun carbine 700 2d8 2d12 x3 200 8.0 Piercing
...Magazine (20) 30 - - - - 1.0 -

Two Handed
Gyrojet rifle 700 3d8 3d10 x2 400 8.0 Fire/Piercing
...Magazine (20) 100 - - - - 2.0 -.0
Railgun rifle 900 3d8 3d12 x3 250 10.0 Piercing
...Magazine (30) 40 - - - - 1.0 -

Martial Weapons - Ranged Cost Dmg (S) Dmg (M) Crit Range Wt Type

Light
BlasterMachinePistol 1,200 3d6 3d8 x2 100 4.0 Electricity
… Minicell (30) 15 0.5
LaserMachinePistol 1,000 2d8 2d10 x2 100 3.0 Fire
… Minicell (30) 15 0.5
NeedlePistol 600 1d3 1d4 x3 20 2.0 Piercing + Poison
... Needle Clip (20) variable 0.5

One Handed
M63 AssaultBlasterCarbine 1,800 4d6 4d8 x2 150 11.0 Electricity
... Minicell (25) 15 0.5
M40 AssaultLaserCarbine 1,400 3d6 3d8 x2 150 9.0 Fire
... Minicell (25) 15 0.5
M88 ChemicalProjector 1,200 30 15.0
... Acid Canister (50) 200 3d6 4d6 x2 6.0 Acid
... Fire Canister (50) 100 3d6 4d6 x2 6.0 Fire
... Tangleweb Canister (50) 250 - - - 6.0 Entangle
Hellfire Revolver 1,350 3 3 x2 150 7.0 Radiation
...Magazine (4) 100 - - - - 0.25 -

Two Handed
M31 AssaultLaserRifle 1,500 3d8 3d10 x2 200 12.0 Fire
... Minicell (20) 15 0.5
M32 AssaultLaserRifle 2,000 3d8 3d10 x2 200 18.0 Fire
M32 Grenade launcher * * * 200 Varies
... Minicell (20) 15 0.5
... Grenade * * * * 1.0
... CanisterAmmunition * * * * 1.0
Assault railgun 1,500 3d10 3d12 x3 250 14.0 Piercing
... Clip (50) 50 0.5
M54 CAW 'Ripper Gun' 1,000 3d8 3d10 x2 50 25.0 Bludgeoning
... Clip (50) 100 5.0

Heavy
Laser minigun 2,500 2d10 3d10 x2 500 25.0 Fire
...Heavy energy cell 50 5.0
Sniper cannon 1,800 3d10 3d12 x3 500 30.0 Piercing
...Magazine (12) 30 5.0
Rail cannon 4,000 4d10 4d12 x3 500 60.0 Piercing
...Magazine (15) 100 5.0

Notes

Heavy weapons require two hands. The weapon must have support in the form of a harness or bipod in order to fire them. (These weapons were huge in the 3.0 rules.)


MarineEquipment | EquipmentGuide | MagicWeaponAbilities | SpecialAmmunition

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