Weapon tweaks
This section o ers an updated weapon list, introducing a host of tweaks to the current weapon
pro les which should help make weapons more balanced and more dramatic.
Weapon Range Shots Damage Traits
Auto ri e 24” 2 0 -
Beam pistol 8” 1 1 Pistol, Critical
Blade Brawl - 1 Melee
Blast pistol 6” 1 1 Pistol
Blast ri e 16” 1 1 -
Boarding saber Brawl - 2 Melee, Elegant
Brutal melee Brawl - 2 Melee, Clumsy
weapon
Cling re pistol 9” 2 1 Focused, Burn
Colony ri e 18” 1 0 -
Dazzle grenade 6” NA NA Area, Stun, Single
use
Duelling pistol 6” 1 0 Pistol, Critical
Flak gun 9” 2 1 Focused, Shrapnel
Frakk grenade 6” - 0 Area, Single use
Fury ri e 24” 1 2 Heavy, Piercing,
Shockwave
Glare sword Brawl - 1 Melee, Elegant,
Piercing
Hand cannon 6” 1 2 Pistol’
Hand amer 8” - 1 Area, Burn
Hand gun 9” 1 0 Pistol
Hand laser 9” 1 0 Pistol, Snap shot
Hold out pistol 4” 1 0 Melee
Hunting ri e 30” 1 1 Heavy, Critical
Hyper blaster 24” 3 1 Overheat
Infantry laser 30” 1 0 Snap shot
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Weapon Range Shots Damage Traits
Machine pistol 6” 2 0 Pistol, Focused
Marksman’s ri e 36” 1 0 Critical
Military ri e 24” 1 0 -
Needle ri e 18” 1 0 Critical, Piercing
Plasma ri e 20” 2 1 Focused, Piercing,
Overheat
Power claw Brawl - 3 Melee, Clumsy,
Piercing
Rattle gun 24” 3 0 Heavy
Ripper sword Brawl - 2 Melee
Scrap pistol 7” 1 0 Pistol
Shatter Axe Brawl - 3 Melee, Clumsy,
Shockwave
Shell gun 18” - 0 Heavy, Area
Shotgun 8” 1 1 Critical
Suppression Brawl - 2 Melee, Stun
maul
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Complete weapon traits list
Trait Notes
Area Select a target point within range. Every gure within 2” of the target point are hit
on an unmodi ed D6 roll of 4+ (5+ if partially obscured from the blast).
Burn Non-robot targets that are hit but survive will move a full move in a random
direction. This does not apply to hits de ected by armor.
Clumsy -1 to Brawling rolls if opponent has higher Speed.
Critical A natural 6 on the Hit roll will in ict 2 hits on the target.
Elegant When Brawling, the user may reroll the die. Enemies will reroll if they have a lower
total than their opponent.
Note that K’Erin player characters do not bene t from this rule.
Focused All shots must be directed against the same target.
Heavy -1 penalty to hit if the rer moved this round.
Melee +2 to Brawling rolls.
Overheat If the weapon was red in the previous turn, 1 less Shot is red (non cumulative).
Piercing Ignore Armor Saving Throws.
Pistol +1 to Brawling rolls.
If using the optional combat rules, Pistols hit on a 4+ vs targets in the open.
Shockwave A target that survives a hit is thrown 1D6” directly backwards.
Shrapnel All shots hit on a 5+ regardless of hit modi ers, skill or cover.
Single use The item can be used only once and must be deducted from the available supply.
The Panic Fire rule cannot be used with Single use weapons.
Snap shot +1 to hit within 6”.
Stun Any target hit is Stunned, even if the attack was de ected by Armor.
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