Weapons included in this section are used with ranged combat skills, including but not limited to Shoot and Throw, and explosives skills including Demolitions. They are categorized by group, i.e. Grenades, Flamethrowers, Mines, etc., and the Weapon Proficiency skill allows for the use of any weapon in the group without suffering modifiers. Thrown weapons are accurate up to ten yards using the base Strength attribute or the Throw skill rank plus ten yards. A separate Weapon Proficiency skill is required for each weapon group and using weapons without the skill carries a Difficult (-4) modifier to any action taken with the weapon. Some area weapons may be set and detonated without requiring specific skills.

Notes:

Small bombs that are thrown by hand or hurled with the use of a specialized launcher and detonate on impact, these self-contained devices are inert until activated and include a variety of lethal, non-lethal, and specialized options. If the roll hits the grenade is placed where thrown, and if the roll fails the grenade lands a number of yards from the target location equal to the numerical difference between the die roll and a successful result, in a random direction.

Weaponry Stats

Name UP Dam Crit Type SF Mod Range Wt Ammo
Aerosol Grenade .5 N/A N/A Bubble 1 N/A 8(r) yds. 1.1 lb N/A
EMP Grenade .5 N/A N/A Bubble 1 N/A 4(r) yds. 2 lb N/A
Flash Grenade .5 N/A N/A Bubble 1 N/A 6(r) yds. .8 lb N/A
Force Grenade .5 22 N/A Blast 1 N/A 3(r) yds. 1.5 lb N/A
Frag Grenade .5 34 N/A Blast 1 N/A 3(r) yds. 1.2 lb N/A
Goo Grenade .5 N/A N/A Splash 1 N/A 2(r) yds. 1.4 lb N/A
Gravity Grenade .5 18 N/A Bubble 1 N/A 2(r) yds. 1.8 lb N/A
Incendiary Grenade .5 28/14 N/A Blast 1 N/A 3(r) yds. 1.2 lb N/A
Pulse Grenade .5 24 N/A Wave 1 N/A 4(r) yds. 1.6 lb N/A
Smoke Grenade .5 N/A N/A Blast 1 N/A 10(r) yds. .8 lb N/A
Stun Grenade .5 27 N/A Bubble 1 N/A 3(r) yds. 1 lb N/A
Tangler Grenade .5 N/A N/A Splash 1 N/A 5(r) yds. 2.2 lb N/A

Notes:

A class of mechanical incendiary devices that are designed to project a stream of fire over a distance, these weapons use high-pressure gasses which are combined in a canister and exposed to some type of ignition switch upon activation. What these weapons lack in subtlety, range, and accuracy, they more than makeup for in a gruesome and horrifying area attack capable of striking multiple opponents with a single attack. Due to the cruelty of their nature, there are very few places in the galaxy where their use is legal or can be justified.

Weaponry Stats

Name UP Dam Crit Type SF Mod Range Wt Ammo
Flame Gun .5 15/10 N/A Stream 2 N/A 4/1 yds. 2.2 lb 8
Fire Carbine * 21/16 N/A Stream 2 N/A 8/1 yds. 5.1 lb 12
Degreaser * 22 N/A Blast 2 N/A 6/1 yds. 5.5 lb 12
Terra Torch * 25/20 N/A Spray 1 N/A 6/4 yds. 7.2 lb 36
Incinerator * 30/25 N/A Spray 1 N/A 10/6 yds. 24 lb 30

Notes:

These weapons are designed to deliver a large caliber payload over a distance, typically aimed at a targeted area rather than at a specific target. Much more effective against groups than individuals, these weapons are bulky with limited ammunition and longer reload times than their smaller counterparts. The largest of the available personal arms, they are typically used as support weapons carried by characters or mounted to mechs or light vehicles.

Weaponry Stats

Name UP Dam Crit Type SF Mod Range Wt Ammo
Grenade Launcher * 34 N/A Blast 2 N/A 50/3 yds. 16 lb 5
Flechette Thrower * 29 1-3 Bubble 2 N/A 60/6 yds. 14 lb 12
Rocket Launcher * 32 N/A Blast 1 N/A 80/8 yds. 15 lb 1
Plasma Cannon * 27 N/A Splash 2 N/A 40/5 yds. 12 lb 4
Stormbringer * 30 N/A Wave 2 N/A 50/4 yds. 13 lb 6

Notes:

Extremely dangerous, reactive substances that produce an explosion of potential energy when activated, including elements of light, heat, sound, and pressure. The strength of the explosive is measured by scale and causes body damage unless otherwise noted in the description, with a weaponized quantity of the substance defined as a charge. Charges can be modified to control damage and range with the Demolitions skill, though if multiple charges are used, the overall effect of damage and range is increased by a factor of .5 for each additional charge after the first. Unless otherwise noted in the description, they remain inert until activated by some type of detonator.

Weaponry Stats

Name UP Dam Crit Type SF Mod Range Wt Ammo
Detrinite .5 40 N/A Blast N/A N/A 16(r) yds. .75 lb 10
Dynamite 1 36 N/A Bubble N/A N/A 6(r) yds. 1.4 lb 4
Ionite .5 32 N/A Bubble N/A N/A 10(r) yds. 1.8 lb 1
Plasmist .5 44 N/A Blast N/A N/A 8(r) yds. 1.1 lb 1
Plastic Explosive .5 40 N/A Blast N/A N/A 3(r) yds. 3 lb 4
Plastique .5 40 N/A Blast N/A N/A 5(r) yds. 2.2 lb 4
Seisminite .5 38 N/A Wave N/A N/A 20(r) yds. 1.8 lb 1
Trinitrite .5 48 N/A Splash N/A N/A 8(r) yds. 2.5 lb 1

Notes:

Technically these are more trigger mechanisms than actual weapons. Because they are not sold without ordinance, those listed here have a standard explosive payload, though any other explosive or grenade payload can be added, either at the time of purchase by adding the cost of the desired ordinance (x .5) to the cost of the mine, or with the use of the Demolitions skill. When using other types of ordinance, refer to that item for all relevant weaponry stats. Mines vary by purpose and the type of trigger mechanism they employ. The factor that differentiates them from other types of explosive ordinance is that they are set and left to be triggered based on circumstance rather than relying on a type of manual detonation.

Weaponry Stats

Name UP Dam Crit Type SF Mod Range Wt Ammo
Detection Mine 1 40 N/A Bubble N/A N/A 8(r) yds. 4.2 lb 1
Pressure Mine 1 40 N/A Blast N/A N/A 2(r) yds. 3 lb 1
Proximity Mine 1 40 N/A Bubble N/A N/A 6(r) yds. 4.75 lb 1
Sticky Mine 1 40 N/A Blast N/A N/A 3(r) yds. 5.5 lb 1
Trip Mine .5 40 N/A Blast N/A N/A 2(r) yds. 1.8 lb 1