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PSEUDO.SKIN
Weapons
Boarding Axe
150cr
2d10 Gore [+]
Combat Shotgun
1.4kcr
4d10(4) Gunshot
1d10 DMG at Long Range or greater.
Crowbar
25cr
1d5 Blunt Force [+]
Grants [+] on Strength Checks to open jammed airlocks, lift heavy objects, etc.
Flamethrower
4kcr
2d10(4) Fire/Explosives [+]
Body Save [-] or be set on fire (2d10 DMG / round).
Flare Gun
25cr
1d5(2) Fire/Explosives [-]
High intensity flare visible day and night from Long Range.
Foam Gun
500cr
1(3) Blunt Force
Body Save or become stuck. Strength Check [-] to escape.
Frag Grenade
400cr
3d10(1) Fire/Explosives
On a hit, damages all Adjacent to enemy.
General-Purpose Machine Gun
4.5kcr
4d10(5) Gunshot [+]
Two-handed. Heavy. Barrel can be maneuvered to fire around corners.
Hand Welder
250cr
1d10 Bleeding
Can cut through airlock doors.
Laser Cutter
1.2kcr
1d100(6) Bleeding [+] or Gore [+]
Two-handed. Heavy. 1 round recharge between shots.
Nail Gun
150cr
1d5(32) Bleeding
Use creatively!
Pulse Rifle
2.4kcr
3d10(5) Gunshot
Revolver
750cr
1d10+1(6) Gunshot
Slow reload
Rigging Gun
350cr
1d10, +2d10 when removed(1) Bleeding [+]
100m micro-filament. Body Save or become entangled.
Scalpel
50cr
1d5 Bleeding [+]
Smart Rifle
5kcr
4d10 (AA)(3) Gunshot [+]
[-] on Combat Check when fired at Close Range.
SMG
1kcr
2d10(5) Gunshot
Can be fired one-handed.
Stun Baton
150cr
1d5 Blunt Force
Body Save or stunned 1 round.
Tranq Pistol
250cr
1d5(6) Blunt Force
If DMG dealt: enemy must Body Save or be unconscious 1d10 rounds.
Unarmed
Free
Str/10 Blunt Force
Vibechete
1kcr
3d10 (AA) Bleeding + Gore
When dealing a Wound, roll on BOTH the Bleeding AND Gore columns.