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Weapons

Welcome to the Weapons page, each entry is delivered in the format of a table, you can see an example with explanations below:

Name
Corporation name - corporation tagline
CostXcUpkeepXc
ArchetypeWeaponSubtypeEnergy
SkillXMasteryX
RequirementDamageRangeAmmoHardpoints
Brawn: X XDY + Z X - Y X X
Traits and Effects

Trait 1, Trait 2,Trait 3


Effect Name
Effect Description

  • Weapon Name: The Name of the Weapon
  • Manufacturer: Which Megacorp primarily makes the weapon (Most weapons and other items are produced by nearly all of the Corps, The manufactuer listed is usually the brand most assosciated with that item, you should feel empowered to personalise your weapons and items however you see fit, including which Corp made it!).
  • Archetype: The broad category an Item falls into, not too many rules refer to this, but its handy to know.
  • Subtype: This is the a more narrow descriptor of the item's type and often ties into what rules effect it and what upgrades can be installed to it.
  • Skill: The Primary skill used to add to dice rolls involving the item (in the case of Weapons your Attack Rolls)
  • Mastery: The Primary mastery used to add to dice rolls involving this item. as is always the case with masteries if you believe the way in which your character is using the item is better represented with a different mastery, ask to use that instead. You will still use the base Skill listed to determine any Bonus Dice and the Stat added to your mastery.
  • Traits: Below this are the weapon's Traits, each will have a unique name and description of what the trait does for your Weapon. Unless otherwise stated each trait is unique within its name and does not gain any stacking benefits if you add more of that trait (For Example: if you were to add the Full-Auto Trait [Which lets you make two Attack Rolls per Attack] to a Weapon that already has it, you would not then gain four Attack Rolls per attack.)
  • Effect: Below this is any Effects the weapon may have, these are often unique to the weapon and cannot be gained any other way.
  • Requirements: The Stat Requirement to use the item in the format of Stat Required: Number of that Stat needed , if your chracter's relevant Stat does not meet that of the item, you cannot use the item. (Most often Brawn is the primary Stat requirement, but it can be others)
  • Damage: The Damage the Weapon Does should your Attack be Succesful, often a flat amount(e.g, 10 or Stat), an amount of dice of a particular type (e.g, 2D6), or a combination of both (E.g, 3D8 + 6 or 2D12 + Brawn)
  • Range: The effective distance your weapon can be used at, any Attack rolls outside of this range are taken with Disadvantage, or in the case of weapons with the Close Combat trait, cannot be taken at all. (For Example: a Weapon with Range 12 - 48 in the case of the Revolver, firing at a target 6 units away or 49 units away, would suffer Disadvantage on Attack Rolls.)
  • Ammo: The total amount of shots your weapon can fire before it needs to be Reloaded, if the weapon does not have an Ammo number it does not have Ammo and does not need to be reloaded. When a Critical Failure occurs during an Attack roll with a weapon that has Ammo, it jams and loses all its current Ammo and needs to be reloaded.
  • HP: The total Hardpoints on a weapon that determine how many Upgrades may be installed upon it.
  • Cost: The Cost in Credits to purchase the Item, also its base sale price before modifiers
  • Upkeep: The Upkeep in credits for the Item to be paid each 10 day Cycle, if you cannot or choose not to pay the upkeep for an item, it becomes functionally useless (all Rules the item offers are no longer in effect and any traditional use of the Item no longer works [you effectively have an expensive paper weight]) until you pay its Upkeep, this price stacks for each Upkeep you do not pay.

Table of all weapons

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