From a simple homemade shiv to a complex vibro-blade, from an antique revolver to a powerful combination blaster, weapons come in all shapes and sizes.
All weapons deal damage to the three physical characteristics. This damage is subtracted from the current END characteristic. When END is reduced to zero, subsequent damage is subtracted from either DEX or STR (although all damage from one hit must be taken from one characteristic; damage may not be split between the two unless it reduces the first to zero). When a second characteristic is reduced to zero, the injured party falls unconscious. When the third (and final) characteristic is reduced to zero, the injured party dies.
For simplicity's sake, all weapons are grouped into several categories, as follows:
Melee weapons (personal) are small blades used for making melee attacks. These weapons are light enough to be thrown and can be used in melee at either personal or close range, but suffer a penalty for attacks at close range.
Melee weapons (close) are used for making melee attacks. These weapons are heavy or cumbersome or badly made and therefore are not meant to be thrown (and so will count as improvised weapons). Such weapons can be used at either personal or close range, but suffer a penalty for attacks at personal range.
Ranged weapons (pistols) are used for making near ranged attacks. Pistols may be used one-handed (although a two-handed grip is more reliable), even the heavier versions, and have limited ammunition and range.
Ranged weapons (rifles) are used for making long ranged attacks. Rifles must be used two-handed and usually supported (against the shoulder or on a tripod/bipod). They have limited ammunition but much greater range than most other weapons.
Ranged weapons (shotguns) are used for making limited ranged attacks and therefore suffer a penalty to hit at personal range. Shotguns must be used two-handed and have limited ammunition and a comparatively short range. However, if using pellet ammunition shotguns have a blast effect.
Ranged weapons (assault weapons) are used for making ranged attacks and therefore suffer a penalty to hit at personal range. Assault weapons should be used two-handed, have a decent range (although usually not as good as rifles), have limited ammunition, but can fire multiple shots in a single attack.
Ranged weapons (heavy weapons) are used for making ranged attacks and therefore suffer a penalty to hit at personal and close ranges. Heavy weapons are, as their name suggests, very heavy and cumbersome and therefore must be used two-handed. They usually are the most powerful handheld ranged weapons available.
Ranged weapons (special) are used for making ranged attacks with a variety of odd weapons, such as those with temporal or dimensional effects.
Grenades are used for making thrown ranged attacks and therefore cannot be used at personal range and also suffer a penalty to hit at longer ranges. Grenades come in a variety of types, some intent on just causing damage and injury, others meant to have a specific effect (such as stunning opponents or knocking out electronics).
Here is the format for weapon entries (given as column headings on the tables below).
Name: The name/type of the weapon.
Cost: This value is the weapon's cost in credits. The cost includes miscellaneous gear that goes with the weapon, such as a scabbard or holster (but not ammunition, which must be purchased separately.
Damage: This column gives the damage dealt by the weapon on a successful hit.
Heft/Recoil: Some weapons are heavy and slow to use or have a powerful recoil. If your character's STR modifier is equal or higher to the Heft/Recoil score of a weapon, there is no effect. If it is lower, however, you must subtract the difference to your character's next Initiative roll. (Firing automatic weapons has an additional penalty unless firing single shots; see below).
Use: Weapons are either one-handed (1H), two-handed (2H) or can be used either way (E).
Range: This is the optimum range for the weapon (i.e. the range at which the user gains +0 benefit to the attack roll). Other ranges will either inflict a penalty on the attack roll or be out of range completely, depending on the weapon type (see the ranges table below).
Skill: This column pertain to what skill(s) is needed to become proficient in a weapon's use.
Mass: The weight of the weapon in a regular 1G environment. Each character may only carry a total weight of 7.5kg for each point of END (or STR, if merely lifting). Over that limit, your character suffers a -1 DM to all physical tasks for a mass amount equal to your END or fraction thereof.
Special/Notes: Any special rules or notes for the weapon.
Blade: A hybrid knife weapon, somewhere between a dagger and a sword.
Club: Whether a handy length of metal piping or an extending riot baton made of advanced polymers, the club remains a popular and practical weapon wherever intelligent species gather.
Dagger: A simple short bladed weapon. Daggers are especially suited to close-quarters combat – while grappling someone armed with a dagger a character may do Effect +4 damage if they choose to hurt their opponent.
Electronux: A large insulated band that fits across the knuckles, the electronux generates an electrical field that radiates 30cm in a 150 degree arc from the field generator. The field is 20,000 volts, which is enough to stun most human opponents – and that is the purpose of the electronic: this is a non-lethal incapacitating weapon. Powerpacks provide up to twelve hours of continuous use before needing to be replaced/recharged. Electronux deal 2d6 stun damage in addition to their normal damage. A character struck by Electronux must make an END check with a negative DM equal to the stun damage (after armour is subtracted). If this END check is failed, the character is knocked unconscious.
Happy Stick: Essentially a two-handed warhammer (although anyone with a STR characteristic of 10 or greater can wield it one-handed) with an iron or steel mallet-head fixed to a meter-and-a-half wooden shaft and a counterweight at the opposite end to provide balance. The counterweight can also be used as a lighter weapon in its own right.
Improvised Weapon: When there's no real weapon available and your bare hands just aren't enough, any snatched-up object can be used as an impromptu club. Most improvised weapons use the Melee: Unarmed skill; however, particularly heavy and lumbersome weapons may use the Melee: Bludgeon skill, while some sharpened items may use the Melee: Blade skill.
Las-Whip: A cruel and uncommon weapon, the las-whip is used on frontier colony worlds for controlling livestock and is designed to inflict pain but not to kill. Despite the name, the las-whip is not a laser weapon; its flexible energy blade is actually plasma, surrounded and contained by an electromagnetic field that offers the whip-like flexibility and limits the plasma beam's length. Powerpacks provide up to twelve hours of continuous use before needing to be replaced/recharged.
Split-Beam Violator: An experimental weapon first developed by Carlsen Industries, the split-beam violator is a cross between a melee weapon and a ranged energy weapon. It resembles a double axe-head attached to a complicated handgrip. The weapon draws on electrical energy, either from the user or from a target, if the weapon strikes physically (and so does not require a powerpack or external power supply). When used as a ranged weapon, the user's electrical energy is drawn and converted by the violator to create a plasma beam that is fired just like a blaster (causing 1d6 points of damage for every 2 points of END of the user). When used as a melee weapon, however, although it causes damage in the same way it also draws half of the target's END characteristic to store for use to cause damage with the next attack. If a user rolls a natural 2 when attacking with a violator, the weapon overloads and shocks the user with 4d6 electrical damage.
Stunstick: This melee weapon deals 2d6 stun damage in addition to its normal damage. A character struck by a stun stick must make an END check with a negative DM equal to the stun damage (after armour is subtracted). If this END check is failed, the character is knocked unconscious.
Sword: The standard shipboard blade weapon, often kept near airlocks to repel boarders.
Sword, Large: A heavy two-handed sword.
Vibro-Knife/Vibro-Sword: Vibro-blades are edged weapons with an in-built ultrasonic generator that causes the blade to vibrate at incredible speed, thereby increasing the cutting potential of the weapon.
Accelerator Rifle: Also known as gyrojet weapons, accelerator rifles are designed for zero-gravity combat. They fire tiny missiles that leave the rifle with minimal velocity and thus minimal recoil, then accelerate to high speed.
Advanced Combat Rifle: The ultimate evolution of the conventional firearm, advanced combat rifles (or ACRs) are the weapon of choice for many military units. Standard equipment includes an electronic battlefield sight, incorporating both light amplification and infrared abilities, visual magnification up to 5x zoom, and a laser rangefinder which may also be used as a target painting device (reveals exact distance to target). The weapon is also gyroscopically stabilised during firing.
Antique Pistol: An ancient pistol, perhaps even dating back to the 18th Century, these weapons are the crudest forms of slugthrowers. Unless the weapon is especially well made (costing another 100 credits), it will have a –1 DM to attacks. Antique pistols require three minor actions and a successful Gun Combat:[/b] Slug Pistol check to reload. Failure means you have to start again.
Antique Rifle: An ancient rifle and the crudest forms of slugthrowers. Unless the weapon is especially well made (costing a further 100 credits), it will have a –1 DM to attacks. Antique rifles require three minor actions and a successful Gun Combat: Slug Rifle check to reload. Failure means you have to start again.
Assault Rifle: Assault rifles fire lighter projectiles than rifles, but are capable of a higher rate of fire and are more suitable to short-range encounters.
Autopistol: Variants of this semi-automatic pistol are the standard sidearm for law enforcement officers and criminals.
Autorifle: Automatic rifles have a higher muzzle velocity and are capable of automatic fire.
Body Pistol: Body pistols are manufactured from plastics and cultured bone, making them very difficult to detect using conventional weapons scanners. Body pistols increase the difficulty of Sensors checks to detect them to Very Difficult (–4).
Gauss Pistol: Gauss pistols use electromagnetic coils to accelerate metallic darts to hypersonic speeds. Gauss weapons are lightweight, efficient and deadly.
Gauss Rifle: Like the smaller gauss pistol, gauss rifles fire high-velocity projectiles using electromagnetic rails.
Heavy Blaster: Heavy blasters are more cumbersome than most pistols, very weighty, and their powerpacks drain quickly, but they pack a massive punch and the mere sight of a Strontium Dog drawing one of these blasters is enough to terrify the more cowardly criminals. Like all blasters, this damage can be delivered as either killing damage (the 'flesh' setting) or as stun damage (the 'stun' setting).
Laser Carbine: Laser carbines are shorter and lighter than laser rifles, and have a correspondingly shorter range. Any laser that hits with Effect 6+ will permanently blind its target unless they are wearing some sort of eye protection.
Laser Pistol: Laser pistols are generally bulky but effective, with no recoil and a large magazine. Any laser that hits with Effect 6+ will permanently blind its target unless they are wearing some sort of eye protection.
Laser Rifle: Laser rifles are highly accurate at long range. They are powered by heavy backpacks, although they have an internal battery that can store enough energy for six shots for mobile sniping. Any laser that hits with Effect 6+ will permanently blind its target unless they are wearing some sort of eye protection.
Micro Blaster: Micro Blasters are stripped down versions of standard blasters, smaller, lighter and much more easy to conceal. They pack a decent punch for their size but the tiny powerpack built into the handle usually only supplies enough power for a few shots. Like all blasters, this damage can be delivered as either killing damage (the 'flesh' setting) or as stun damage (the 'stun' setting). Micro Blasters increase the difficulty of Recon checks to detect them to Difficult (–2).
Phased Blasters (Any): The more common blasters (micro, standard and precision) are also available in a phased version, which allows the wavelength of the energy bolt to 'phase' and only be activated to its full potential at a specific pre-set range. The energy blast from phased blasters can therefore pass harmlessly through armour and flesh to activate and deliver damage to a target. When a blaster is phased, the maximum range increment is given in the table above. At ranges below the maximum phasing range, the energy bolt can be calibrated to pass through all physical obstacles before becoming active.
Plasma Rifle: The plasma rifle is a high-power sniper weapon designed to crack the strongest of armours. Because of its internal reactor it never runs out of ammunition.
Precision Blaster: Precision blasters are the top of the range models, built with streamlined casings, usually much longer barrels, and more efficient powerpacks. Obviously they do more damage than a standard blaster but cost a lot more. Like all blasters, this damage can be delivered as either killing damage (the 'flesh' setting) or as stun damage (the 'stun' setting).
Revolver: A conventional six-shooter handgun. Revolvers take two minor actions to reload.
Rifle: A standard well-built rifle. Reloading a rifle requires two minor actions.
Scatterbeam: Scatterbeams discharge multiple, crackling, fork lightning-like beams of energy that bather a wide, if relatively short, area and so is good for incapacitating multiple foes but not so good for dealing damage at longer ranges. When using a scatterbeam, everyone within 3-12 metres in a sixty degree arc in front of the user is liable to take damage unless they can take evasive damage (or the attack roll fails). However, due to the spread nature of the scatterbeam, those using it gain a +1 DM to hit.
Shotgun: A short-ranged weapon which can fire either pellet/scatter ammunition or solid slugs. A shotgun using pellet ammunition ignores Dodge dice modifiers, but any armour gives double protection against these pellet attacks. A shotgun can also fire solid slugs, which follow all the normal rules for shooting.
Snub Pistol: These lightweight, low-recoil weapons were designed for use aboard spacecraft and in zero gravity.
Standard Blaster: The standard blaster is a reliable weapon with a decent powerpack capacity. They offer a good, all-round combination of weight and firepower. Like all blasters, this damage can be delivered as either killing damage (the 'flesh' setting) or as stun damage (the 'stun' setting).
Stunner: Stun weapons are non-lethal and do not inflict normal damage. A character struck by a stun weapon must make an END check with a negative DM equal to the damage (after armour is subtracted). If this END check is failed the character is knocked unconscious. If the END check is successful, the character is unaffected by the weapon and the stun damage is ignored.
Thwup Gun: A crude version of the standard blaster, thwup guns were first used in the wars of 2150. Large, noisy and inefficient, thwup guns are so called because of the distinctive noise they make. Despite these flaws, many Strontium Dogs still use thwup guns for either sentimental reasons or more often simply because they're so cheap. Unlike most blasters, thwup guns do not have a stun setting.
Thwup Rifle: A long range version of the thwup gun. Simple, cumbersome, loud and inefficient, thwup rifles have a much longer range than most blasters and are relatively cheap. Unlike most blasters, thwup rifles do not have a stun setting.
Multi-Beam Blaster: The multi-beam blaster is a sophisticated weapon that combines a standard blaster with two other optional settings: stasis beam (this beam causes no damage but the target must roll END 12+ or be paralysed (except for his or her vocal chords and respiratory system, so he may still talk and breathe normally) for 3d6 minutes); and tracer beam (this beam causes no damage but indelibly and invisibly marks the target with a radioactive signal which can be triggered by the weapon when within 100 metres, forcing the target to shout and thus reveal his location). Palm Cannon: A refinement of the slab-blaster, the palm cannon packs a higher power blaster into a similar casing but with a more streamlined design and a much longer barrel. Slab-Blaster: A combination blaster and slug thrower, the weapon has dual triggers mounted in a bulky trigger guard beneath the lumpy, stubby casing. The most basic of all combination weapons, slab-blasters are generally reliable if ugly weapons and offer the user some versatility. Variable Cartridge Blaster: The variable cartridge blaster (or VCB for short) is designed to accept several different sets of ammunition which are loaded into the weapon in individual cartridges. These cartridges are usually designated with a number and the selection on most models of this weapon are voice-activated. The typical cartridge designations are:
Each VCB may only carry a load of twenty cartridges. If the user selects a cartridge that has not been loaded, the weapon's voice synthesizer will inform the user it is empty.
- Number 1 Cartridge: Heavy blaster ammunition; however, this cannot be delivered as stun damage.
- Number 2 Cartridge: High velocity armour piercing ammunition; intended to punch through heavy armour but with a much more limited range.
- Number 3 Cartridge: Incendiary ammunition; a high intensity plasma beam that can be used for cutting through solid surfaces or for igniting combustibles.
- Number 4 Cartridge: High explosive; essentially a plasma grenade.
- Electro-Flare: Not actually a cartridge but a powerpack setting which launches a magnesium-bright flare, to be used either as a distress signal or in an effort to blind opponents (unshielded or unprepared victims must roll END 10+ or be blinded for 2d6+1 rounds).
Grenade Launcher: Grenade launchers are used to fire grenades over long distances.
Rocket Launcher: To counteract the recoil of the weapon, a rocket launcher channels exhaust backwards in an explosive backblast. Anyone up to 1.5 metres behind a rocket launcher when it fires takes 3d6 damage from the burning gasses. It takes three minor actions to reload a rocket launcher. The rockets presented are high-explosive models. Do not add the Effect of the attack roll to their damage but apply that damage to everything within six metres of the impact point. A rocket that misses has a 50% chance (4+ on 1d6) of detonating upon impact with the ground (6 minus Effect metres away in a random direction). Otherwise it will miss completely and leave the battlefield without striking anything or detonating.
Aerosol: Aerosol grenades create a fine mist six metres in radius that diffuses lasers but does not block normal vision. Any laser attack made through the mist has its damage reduced by ten points. Laser communications through the mist are completely blocked. The mist dissipates in 1d6x3 rounds, although high winds and other extreme weather can sharply reduce this time.
EMP: Electromagnetic pulse grenades are used to knock out drones, robots, computers and electronic equipment. Any unshielded electronic technology caught in the radius of an EMP grenade will automatically shut down for 1d6 minutes.
Frag: The damage from fragmentation grenades decreases with distance from the blast. The damage is 5d6 within three metres (two squares), 3d6 within six metres (four squares), and 1d6 within nine metres (six squares).
Incendiary: Incendiary grenades deal and additional 1d6 damage to anyone within three metres of the blast; the radius stays ablaze for 2d6 minutes, inflicting further 1d6 fire damage to anything that enters the area. Any character who enters and stays within the blast radius for more than one turn catches alight and takes a further 1d6 fire damage until doused.
Plasma: Plasma grenades use two chemical agents and an electric pulse to start a massive reaction in the grenade's shell, causing it to explode in a small orb of superheated gas.
Smoke: Smoke grenades create a thick cloud of smoke six metres in radius, centered on the location of the grenade. This smoke imposes a –2 DM on all attacks within or through the cloud (doubled for laser weapons). Smoke dissipates in 1d6x3 rounds, although high winds and other extreme weather can sharply reduce this time.
Stun: Stun grenades are non-lethal and do not inflict normal damage. A character struck by a stun grenade must make an END check with a negative DM equal to the damage (after armour is subtracted). If this END check is failed the character is knocked unconscious. If the END check is successful, the character is unaffected by the weapon and the stun damage is ignored.
Plastic Explosive: While not a grenade, this is a generic, multi-purpose plastic explosive and it is a favourite of military units, terrorists, demolition teams and adventurers across known space. The Explosives skill is used with explosives – the Effect of the Explosives skill check multiplies the damage, with a minimum of x1 damage for an Effect of 0 or 1.
Temporal and dimensional weapons are extremely expensive pieces of hardware that are only available through the Dog House and even then only to those S/D agents who have been granted a licence to use them in the execution of a warrant (which generally means only the most reliable and trustworthy agents ever get to use them). Any Strontium Dog wanting to obtain such a weapon must have served at least eight years in the agency, have the Special Weapons skill at level 0 or higher, and pay the expensive cost. With the exception of the Time Trap, all these weapons are one-use only.
Time Bomb: A time bomb, when activated, throws up a bubble three metres in diameter either forward or backwards in time (but not in space) by any time increment up to six hours. Time bombs may be set to activate immediately, upon contact, or on a timer. It takes a successful difficult Special Weapons roll to position the target in a well-known area or a very difficult roll in an unfamiliar area.
Time Slip: A time slip is a localized time accelerator with a three metre diameter bubble. Every second outside the bubble is accelerated inside the bubble to one year.
Time Trap: A nasty anti-personnel weapon, the time trap is a mine that throws anyone stepping on it between two and twelve seconds into the past, forcing them to repeat their actions over and over again until the trap is deactivated or they starve to death (at which point the trap switches itself off automatically). Time traps are issued with a small remote control and each has a battery life of six months.
Portal Grenade: A portal grenade creates a temporary rift in the space-time continuum, shifting a three metre diameter bubble into a randomly determined alternate dimension.
Phase Shifter: Another anti-personal weapon, a phase shifter is a small mine that, when stepped on, teleports the target a fixed distance in a fixed direction. This means the phase shifter can be used as an emergency escape option but can also be used to kill a target if the final location means he materializes inside a solid object.
Armour is essential to a Strontium Dog. Combat armour consists of a variety of pads that cover vital organs worn over a mesh body suit. Elaborate sash-like shoulder pads, greaves, vambraces and thigh-guards, many incorporating pockets, pouches and weapon holsters, are popular. Helmets too, are a common feature and many Strontium Dogs have video equipment built into them to prove who fired first or offer video evidence of a particular situation if questioned later by the authorities.
Mesh: A jacket or body suit lined with a flexible metal or plastic mesh that gives it added protection against bullets and other impacts. Available in a wide variety of styles, colours and cuts.
Leatherene Leg Pads: Thick pads made of leatherene (a flexible ablative armour contained in toughened plastic fabric) strapped to the legs. Equipped with 1d6 pockets and pouches, plus a knife sheath.
Leatherene Arm Pads: Thick pads made of leatherene (a flexible ablative armour contained in toughened plastic fabric) strapped to the arms. Equipped with 1d6 pockets and pouches.
Leatherene Body Sash Pad: A thick leatherene sash (a flexible ablative armour contained in toughened plastic fabric) hung over one shoulder diagonally, crossing the majority of the character’s torso. Equipped with 1d3 pockets and pouches, one holster, plus harness points for a further two holsters (not supplies).
Leatherene Shoulder Pads: Large pads made of leatherene (a flexible ablative armour contained in toughened plastic fabric) strapped across the chest and back to hold the pads in place over the shoulders.
Open Helmet: A hardened metal helmet with reinforced padding.
Tactical Helmet: A hardened metal helmet with reinforced padding, which includes voice-activated video recording equipment. A single video slug records thirty minutes audio and video and can be set to activate as soon as the wearer draws a weapon.
Full Helmet: A hardened metal helmet with reinforced padding and a full-face visor, which includes voice-activated video recording equipment. A single video slug records thirty minutes audio and video and can be set to activate as soon as the wearer draws a weapon. For an additional 500 cr. the helmet includes a respirator that provides thirty minutes of oxygen.
Vacc Suit (Basic): The vacc suit or space suit is the spacer's best friend, providing life support and protection when in space. Basic vacc suits are unwieldy and uncomfortable, and clumsy to use (the wearer suffers a -1 penalty to all physical skill checks while wearing one). A vacc suit provides a breathable atmosphere and protection from the extremes of temperature, low pressure and radiation typically found in a hard vacuum, for six hours.
Vacc Suit (Improved): The more expensive vacc suit provides life support and protection when in space just like the basic version. However, the improved vacc suits feel like ordinary clothing with a flexible hood and face mask (and therefore the user has no penalties to any skill checks).
Most of the options listed here can also be applied to normal clothing at the same cost. The exceptions are Extended Life Support and Grav Assist.
Eye Protection: Many armours include eye protection such as visors or goggles to guard against flying debris but such protection becomes absolutely vital to guard against the blinding effects of lasers. Eye protection can be added to any armour.
Magnetic Grapples: Magnetic plates in the boots of the armour allow the user to walk normally on a spacecraft without artificial gravity.
Extended Life Support: This upgrade can be added to any suit that provides life support (vacc suit, HEV suit, combat armour, battle dress). By adding high-pressure oxygen tanks and recycling systems, the suit now provides eighteen hours of oxygen.
Medikit: An advanced medical scanner built into an armour, the medikit can be used to apply first aid, increasing the wearer’s Medic skill to Level 3.
Smart Fabric: Smart fabric resists stains and dirt, cleaning itself automatically.
IR Chameleon: IR (infra-red) chameleon technology can be added to any mesh body armour. It selectively bleeds heat to match background IR levels and effectively renders the wearer invisible to IR (Very Difficult (–4) to detect with sensors).
Grav Assist: This upgrade can be added to a vacc suit only. It resembles a parachute harness and is fitted with artificial gravity modules allowing the wearer to move in any gravity as if it is Earth 1G. The internal battery can operate for a maximum of four hours before needing to be recharged.
Chameleon Cloak: A more advanced form of IR Chameleon, a Chameleon cloak covers a person with light-bending technology, making the wearer nearly invisible to the naked eye (+4 DM to Stealth rolls).