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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