Equipment and Trade
Equipment in the Lethean Age
Most equipment is old-world manufacture, salvage, repair, imitation, or local adaptation. A sword may be simple. A pistol may be older than any mountain name the character knows. A clean bandage may be more valuable than jewelry if the settlement has no medic.
Equipment matters because it does work.
Equipment Grade
Two rifles sit on the trader's blanket. Both fire large-class ammunition. Both weigh roughly the same. One was assembled in a Freehold shop from three different scavenged receivers and a hand-filed barrel. The other was pulled sealed from a peak-era armoury cache, its tolerances tighter than anything a surface smith can reproduce. The second rifle hits harder, more often, and at longer effective range. The difference is grade.
Grade is an integer. Most equipment is grade 0 -- functional baseline manufacture. Each grade above zero adds +1 to the item's core contribution (attack rolls, damage, AC, save DCs, or ability checks, depending on category). Each grade below zero imposes a -1 penalty. A grade +2 weapon is a +2 weapon. A grade -1 suit of armor provides 1 less AC than the same armor at grade 0.
| Grade | Designation | What it usually means |
|---|---|---|
| -2 or lower | Corroded | Severe degradation, botched field repair, parts from incompatible donors. The weapon fires; you would rather it did not. |
| -1 | Worn | Partial decay, poor storage, rough handling across too many owners. Still works. Not well. |
| 0 | Standard | Baseline old-world manufacture. The vast majority of equipment in circulation. |
| +1 | Superior | Select materials, expert hand, or unusually good preservation. A noticeable edge. |
| +2 | Exceptional | Master-grade alloys, miasma-treated components, or a sealed cache find in original packing. Rare enough to be recognized. |
| +3 | Relic | Peak old-world engineering or Vril-ya craft. A settlement might build a reputation around owning one. |
| +4 or higher | Artifact | Unique. Often Vril-ya manufacture or unknown origin. The kind of thing that changes who controls a trade route. |
There is no defined ceiling or floor. In practice, grades below -2 and above +4 are vanishingly rare.
What grade does at the table
| Category | Grade effect |
|---|---|
| Weapons | +grade to the attack roll and the damage roll. |
| Armor | +grade to base AC. |
| Shields | +grade to the shield's AC bonus. |
| Ordnance | +grade to the save DC and the damage roll. |
| Tools | +grade to ability checks made using the tool. |
| Ammunition | +grade to the attack roll and the damage roll when fired (see below). |
Vehicles, mounts, and adventuring gear do not carry grades unless a specific item says otherwise.
Grade and ammunition
Ammunition can have its own grade. When a graded weapon fires graded ammunition, the grades stack. A grade +1 rifle firing grade +2 rounds applies +3 to the attack and damage rolls. A grade +2 rifle firing grade 0 rounds applies +2. A grade -1 weapon firing grade +1 rounds applies +0 -- the good ammunition compensates for the bad barrel, and vice versa.
This is why high-grade ammunition is worth more than its weight in trade goods. A standard weapon loaded with exceptional rounds hits like a better weapon. A Freehold militia with grade 0 rifles and a crate of grade +2 rounds from a sealed cache can punch above its weight until the crate runs dry.
Attunement and grade degradation
There is a cost. When ammunition with a grade above 0 is attuned to a new weapon (§attunement), the miasma reshaping risks degrading the ammunition's precision. The character performing the attunement makes an INT check or a relevant tool proficiency check (Repair Kit or Hacking Rig, World Master's call):
DC = 10 + (2 x ammo grade)
On a success, the grade is preserved. On a failure, the ammunition's grade drops by 1. Grade 0 or lower ammunition is not subject to degradation -- there is nothing left to lose.
The check is made once per attunement attempt, regardless of how many rounds are in the batch. The whole batch succeeds or degrades together.
This means high-grade ammunition that already fits your weapon is significantly more valuable than high-grade ammunition that needs reshaping. A box of grade +3 rounds attuned to a weapon you already carry is a treasure. The same box attuned to a weapon you do not own is a gamble -- and the higher the grade, the harder the check, the more you stand to lose. Grade +1 rounds attune easily (DC 12). Grade +3 rounds demand real skill (DC 16). Grade +4 rounds are the kind of thing you bring to the best technician in the settlement and hope.
Grade floor
Grade penalties cannot reduce damage below 1. A corroded weapon in the hands of a weak character still draws blood on a hit. The blow landed; it does something.
Grade, rarity, and Market Tier
Grade, rarity, and Market Tier are three independent axes.
- Rarity describes how hard an item is to find. A common item turns up in most ruin hauls. A legendary item may exist in single digits across the known world.
- Market Tier (§scarcity) describes where a character can routinely buy or repair an item. A T1 wanderer camp stocks scrap leathers; a T4 Foundry Hold stocks power-armor parts.
- Grade describes how well the item performs in a fight.
A common weapon is usually grade 0. A common weapon found in pristine condition inside a sealed vault might be grade +1 -- same design, better specimen. A legendary weapon is not automatically high-grade; "legendary" means almost nobody has one, not that it necessarily hits harder. In practice, higher-rarity items and items from higher Market Tiers tend toward higher grades, but the correlation is a tendency, not a rule. A cargo-cult festival armor cobbled from three different relics may be rare, culturally priceless, and mechanically grade -1 because the pieces do not quite fit together.
Recognizing grade
Nobody in the world calls it "grade." A character who picks up a weapon and swings it knows whether it feels right. A smith who examines a blade knows whether the steel was folded well or hammered cold. A technician who opens a firearm's receiver can see whether the tolerances are factory or field-cut.
At the table, grade is revealed when the item is appraised, tested, or used. The World Master may call for an INT check (for a technological item) or a relevant tool proficiency check (Repair Kit, Hacking Rig) to identify grade before committing to a trade. Some items announce their quality on sight: a Vril-ya blade that never dulls does not need an appraisal. Others hide it: a sealed pre-collapse rifle looks like any other rifle until someone fires it and notices the grouping.
Why grade exists in the world
The old world manufactured at scales and tolerances the surface world cannot reproduce. A factory that stamp-cut a million identical receivers produced grade 0 equipment by default -- reliable, interchangeable, adequate. The same factory's precision line, using select alloys and tighter quality gates, produced grade +1 or +2 equipment for military and specialist use. Peak-era facilities and Vril-ya craft went further still, incorporating miasma-reactive materials and Lattice-integrated components that modern smiths cannot replicate or fully understand.
Negative grades come from the other direction. Time, radiation, incomplete repair, and the simple entropy of geological ages degrade what was once standard. A grade -1 weapon is not a different design -- it is a grade 0 weapon that has been through too much.
Grade is not enchantment. There is no magic in a +2 rifle. There is precision, material science, and the accumulated engineering of a civilization that had millions of years to refine its tools before it forgot everything.
Weapons
Weapons are grouped by how they resolve at the table.
| Weapon kind | Usual stat | Notes |
|---|---|---|
| Melee | STR | Bladed, blunt, hafted, or improvised close weapons. |
| Finesse melee | STR or DEX | Precise weapons that reward strength or agility. |
| Mechanical ranged | DEX | Bows, crossbows, and similar weapons. |
| Ballistic ranged | DEX | Pistols, rifles, shotguns, and related firearms. |
| Energy weapons | Varies | Heat, plasma, radiation, light, or coherent energy. |
| Psionic weapons | Varies | Require miasma contact and the rule named by the item. |
Some weapons are easy to understand. Others are relics that work because a settlement preserved the right handling ritual.
Weapon features
A weapon's features tell you how it behaves at the table. Every weapon carries a set of base properties, a possible mastery property for characters trained into one, and any high-tech features its design happens to include.
These lists are working drafts. Names, thresholds, and stacking rules will be tightened once the high-tech weapon roster is filled in.
Base properties
Every weapon may have zero or more.
- Ammunition. Requires the listed ammunition class to make a ranged attack. Drawing ammo is part of the attack. After a fight, recover half spent ammo (round down) over 1 minute. Exception: Ordnance class ammo is consumed on use and cannot be recovered.
- Finesse. Use STR or DEX for attack and damage. Use the same modifier for both rolls.
- Heavy. Disadvantage on attack rolls if STR (melee) or DEX (ranged) is below 13.
- Light. Enables a Bonus Action attack with a different Light weapon after taking the Attack action. No ability mod on the bonus damage unless negative.
- Loading. Only one piece of ammunition can be fired per action, bonus action, or reaction, regardless of attacks normally available.
- Range. Lists normal and long range in feet. Disadvantage past normal, no attack past long.
- Reach. Adds 5 feet to your reach for attacks and opportunity attacks.
- Thrown. Can be thrown as a ranged attack; melee weapons use their melee ability mod.
- Two-Handed. Requires two hands to attack.
- Versatile. Usable one- or two-handed; two-handed deals the parenthesized damage.
Mastery properties
Usable only by characters with the Weapon Mastery feature (or another feature that unlocks the property).
- Cleave. On a melee hit, make a second melee attack against another creature within 5 feet and within reach. No ability mod on the second hit's damage unless negative. Once per turn.
- Graze. On a miss, deal damage equal to the ability modifier used for the attack. Same damage type as the weapon.
- Nick. The Light extra attack can be made as part of the Attack action instead of a Bonus Action. Once per turn.
- Push. On a hit, push a Large or smaller creature up to 10 feet straight away.
- Sap. On a hit, the target has Disadvantage on its next attack roll before the start of your next turn.
- Slow. On a hit that deals damage, reduce the target's Speed by 10 feet until the start of your next turn. Does not stack past 10 feet.
- Topple. On a hit, target makes a CON save (DC 8 + your attack ability mod + PB) or falls Prone.
- Vex. On a hit that deals damage, you have Advantage on your next attack roll against that target before the end of your next turn.
High-tech features
New properties for ballistic, energy, and psionic weapons. Not all of these are balanced against one another yet; treat the numbers as placeholders.
Rate of fire
Like any other property, a weapon can carry any mix of these. Each is invoked independently before rolling to hit.
- Rapid. Before rolling to hit, declare Rapid and spend double the normal ammunition. On a miss, reroll the attack roll once and use the new result.
- Semi. When you take the Attack action with this weapon, you may make one additional ranged attack with it as a Bonus Action. Each attack consumes its own ammunition.
- Burst. Spend two or more pieces of ammunition before rolling to hit. The attack uses Exploding Damage: any damage die that rolls its maximum lets you roll an additional die of the same type and add it to the damage. Explosions can chain.
- Auto. Spend three or more pieces of ammunition before rolling to hit. The attack roll has Advantage.
Power and reliability
- Overcharge. As part of the attack, push the weapon past safe limits. The attack deals one extra damage die of the weapon's type. After the attack, roll a d6: on a 1, the weapon is disabled until repaired or cooled.
- Charge-Up. Requires an action (or Bonus Action, if specified) to ready before it can be fired. A readied charge is lost if you take damage, are moved against your will, or end your turn without firing.
- Coolant. The weapon tracks heat. Each shot adds 1 heat; the weapon overheats at a listed threshold (default 5) and cannot be fired until cooled. A character may spend an action to vent 2 heat, or wait 1 minute to clear all heat.
- Unstable. On a natural 1 on the attack roll, the weapon misfires: it deals its own damage die to the wielder (no mod) and is disabled until repaired.
- Recoil. Disadvantage on follow-up attacks with this weapon in the same turn unless the wielder meets a listed STR or DEX threshold (default 13).
Feed and power source
- Cell-Fed. Uses the Energy ammunition class. A spent cell is not recoverable after a fight (override the standard half-ammo recovery rule).
- Fitted. The weapon's ammunition is calibrated to its specific tolerances. Fitted ammo cannot be loaded into a different weapon of the same class without first going through Attunement. Ammo attuned to a different weapon cannot be used in this one without Attunement. Fitted ammo is not recovered in the 1-minute post-fight window; the standard half-recovery rule does not apply. Instead, Fitted ammo is recovered only via Restoration during a short rest -- see Restoration below.
- Linked. A psionic weapon that requires active miasma contact to function. Inert in miasma-dead zones. If the wielder loses concentration on a Linked weapon's tethered effect, the weapon goes dormant until the start of their next turn.
Weapon roster (working list)
This is the working brainstorm of recoverable and surface-made weapon designs. It is intentionally broad. Entries may overlap or duplicate one another across categories. The traditional historical-pattern entries (Simple and Martial sections below) carry stable damage, range, properties, and weight. The high-tech rosters that follow are still pending a balance pass and are listed as -tbd-.
Use this list as a salvage catalogue, not a locked roster. Some entries may be consolidated, renamed, or cut as the weapon system is tightened.
The Traits column lists base and high-tech properties first, then the weapon's mastery property after a semicolon. Mastery properties are usable only by characters whose features unlock them (see Mastery properties above).
Simple melee weapons
Hand-made and salvage-grade close weapons. Any settled smith or patient wanderer can produce these from common stock and time. They are the most common weapons in the surface world, and the ones that turn up in every freehold's wall-rack.
| Name | Damage | Range | Traits | Weight | Cost |
|---|---|---|---|---|---|
| Club | 1d4 bludgeoning | -- | Light; Slow | 2 lb. | -tbd- |
| Belt knife | 1d4 piercing | 20/60 | Finesse, Light, Thrown; Nick | 1 lb. | -tbd- |
| Greatclub | 1d8 bludgeoning | -- | Two-Handed; Push | 10 lb. | -tbd- |
| Belt axe | 1d6 slashing | 20/60 | Light, Thrown; Vex | 2 lb. | -tbd- |
| Javelin | 1d6 piercing | 30/120 | Thrown; Slow | 2 lb. | -tbd- |
| Smith's hammer | 1d4 bludgeoning | 20/60 | Light, Thrown; Nick | 2 lb. | -tbd- |
| Mace | 1d6 bludgeoning | -- | --; Sap | 4 lb. | -tbd- |
| Walking staff | 1d6 bludgeoning | -- | Versatile (1d8); Topple | 4 lb. | -tbd- |
| Harvest sickle | 1d4 slashing | -- | Light; Nick | 2 lb. | -tbd- |
| Spear | 1d6 piercing | 20/60 | Thrown, Versatile (1d8); Sap | 3 lb. | -tbd- |
Club
A short, weighted swung weapon. The first weapon a child learns to carry and the last weapon many adults ever own.
Belt knife
A short, single-edged blade worn at the hip. Tool first, weapon second; the line between the two is the wearer.
Greatclub
A two-handed weighted club. Cheap, carriable, and devastating against a braced door.
Belt axe
A single-hand throwing axe, balanced for the hand or the throw. Common stock in any freehold smith's bin.
Javelin
A thrown spear with a hand-shaved haft. Easy to teach. Easy to lose under fire.
Smith's hammer
A compact peening hammer pulled from a foundry rack and put to other use. Plenty of foundry hands have killed with one without ever calling it a weapon.
Mace
A short haft with a heavy striking head. Built to crack armor where edges turn.
Walking staff
A long staff sized to the carrier. The walking stick that is also the weapon. Carried openly where blades would be challenged.
Harvest sickle
A curved blade meant for grain. The settler's last weapon, kept inside the door against raiders the wall did not stop.
Spear
A long hafted thrusting weapon. Older than any settlement still standing and the commonest armed-villager weapon in the surface world.
Simple ranged weapons
The standard standoff weapons of the surface world. Cheap to produce, cheap to learn, and the ammunition is recoverable on the trail.
| Name | Damage | Range | Traits | Weight | Cost |
|---|---|---|---|---|---|
| Weighted dart | 1d4 piercing | 20/60 | Finesse, Thrown; Vex | 1/4 lb. | -tbd- |
| Hand-crank crossbow | 1d8 piercing | 80/320 | Ammunition (Bolt), Loading, Two-Handed; Slow | 5 lb. | -tbd- |
| Hunter's bow | 1d6 piercing | 80/320 | Ammunition (Arrow), Two-Handed; Vex | 2 lb. | -tbd- |
| Shepherd's sling | 1d4 bludgeoning | 30/120 | Ammunition (Bullet); Slow | -- | -tbd- |
Weighted dart
A short, heavy needle thrown overhand. Quiet at short range. A hunter's tool more than a soldier's.
Hand-crank crossbow
A light two-handed crossbow with a hand-cranked spanning hook. Slow to load, accurate enough that a freehold militiaman with one is worth two with a bow.
Hunter's bow
A short bow sized for the trail. Standard kit on the open road; the first weapon most wanderers learn to draw.
Shepherd's sling
A weighted pouch on twin cords. The ammunition is the ground at your feet. Older than recorded craft and likely to outlive it.
Martial melee weapons
Smith-grade close weapons that reward training. Most settled holds keep a master smith who can produce these to pattern; wanderers acquire them as inheritance, prize, or salvage. The peak-era patterns survive in foundry holds that kept the craft.
| Name | Damage | Range | Traits | Weight | Cost |
|---|---|---|---|---|---|
| Hold axe | 1d8 slashing | -- | Versatile (1d10); Topple | 4 lb. | -tbd- |
| Spike flail | 1d8 bludgeoning | -- | --; Sap | 2 lb. | -tbd- |
| Wall glaive | 1d10 slashing | -- | Heavy, Reach, Two-Handed; Graze | 6 lb. | -tbd- |
| Cleaver greataxe | 1d12 slashing | -- | Heavy, Two-Handed; Cleave | 7 lb. | -tbd- |
| Hold greatblade | 2d6 slashing | -- | Heavy, Two-Handed; Graze | 6 lb. | -tbd- |
| Watch halberd | 1d10 slashing | -- | Heavy, Reach, Two-Handed; Cleave | 6 lb. | -tbd- |
| Saddle lance | 1d10 piercing | -- | Heavy, Reach, Two-Handed (unless mounted); Topple | 6 lb. | -tbd- |
| Hold longblade | 1d8 slashing | -- | Versatile (1d10); Sap | 3 lb. | -tbd- |
| Foundry maul | 2d6 bludgeoning | -- | Heavy, Two-Handed; Topple | 10 lb. | -tbd- |
| Spiked star | 1d8 piercing | -- | --; Sap | 4 lb. | -tbd- |
| Formation pike | 1d10 piercing | -- | Heavy, Reach, Two-Handed; Push | 18 lb. | -tbd- |
| Foundry rapier | 1d8 piercing | -- | Finesse; Vex | 2 lb. | -tbd- |
| Caravan saber | 1d6 slashing | -- | Finesse, Light; Nick | 3 lb. | -tbd- |
| Soldier's blade | 1d6 piercing | -- | Finesse, Light; Vex | 2 lb. | -tbd- |
| Brinefork trident | 1d8 piercing | 20/60 | Thrown, Versatile (1d10); Topple | 4 lb. | -tbd- |
| Plate-cracker hammer | 1d8 bludgeoning | -- | Versatile (1d10); Push | 5 lb. | -tbd- |
| War pick | 1d8 piercing | -- | Versatile (1d10); Sap | 2 lb. | -tbd- |
| Long lash | 1d4 slashing | -- | Finesse, Reach; Slow | 3 lb. | -tbd- |
Hold axe
A single-edge battle axe on a swing-tuned haft. Widespread in hold militias; cheap to maintain, hard to outgrow.
Spike flail
A spiked head on a chain or hinged haft. Defeats parry and shield-rim alike.
Wall glaive
A single-edged blade on a long pole. The defender's weapon on a freehold wall, where reach matters more than mobility.
Cleaver greataxe
A two-handed wide-bit axe. Built to part shield and limb in one swing.
Hold greatblade
A two-handed war sword. A peak old-world pattern preserved by the foundries that kept the craft. Carrying one in a freehold reads as both threat and statement.
Watch halberd
An axe-spike-hook polearm. The standard crowd weapon for hold guards; the hook fetches a rider out of a saddle.
Saddle lance
A long mounted reach-spear. Awkward on foot, decisive from the saddle of a trained mount.
Hold longblade
A hand-and-a-half straight sword. The smith's masterwork in any settled hold, and the inheritance that fathers train their sons toward.
Foundry maul
A two-handed sledge with a banded head. Foundry-floor implement turned battlefield finisher.
Spiked star
A heavy spiked head on a short haft. Brutal against unhardened armor; common where smiths are short on subtler patterns.
Formation pike
A long thrusting spear. A crowd weapon used by trained ranks; one pike does little, twenty pikes hold a road.
Foundry rapier
A slim thrusting blade. Personal-defense pattern favored in foundry holds where dueling persists as a settled custom.
Caravan saber
A curved single-edge sword. The trail guard's standard, easy to draw from horseback and easy to swing in a column.
Soldier's blade
A short, straight single-hand sword. The standard sidearm of the settled world, paired with a shield or a free hand.
Brinefork trident
A three-tined spear of salt-fisher origin. Fights as a polearm, throws as a spear, and goes back to the catch when the fight is done.
Plate-cracker hammer
A heavy hammer on a long haft. Anti-armor pattern, built to break through where edges turn.
War pick
A pointed pick-head on a one-handed haft. Drives through plate where blades fail; useless against soft targets.
Long lash
A weighted whip. Reach without a reach weapon's bulk; preferred by slavers, drovers, and the occasional duelist who likes to embarrass their opponent before drawing the blade.
Martial ranged weapons
Smith-grade and powder-grade standoff weapons. The crossbows and bows are produced in any settled hold with a master bowyer; powder weapons require a freehold or foundry with a working powder mill. Powder ammunition is heavy, finicky, and worth its weight in trade.
| Name | Damage | Range | Traits | Weight | Cost |
|---|---|---|---|---|---|
| Dart-pipe | 1 piercing | 25/100 | Ammunition (Arrow / Bolt), Loading; Vex | 1 lb. | -tbd- |
| Sleeve crossbow | 1d6 piercing | 30/120 | Ammunition (Bolt), Light, Loading; Vex | 3 lb. | -tbd- |
| Wall crossbow | 1d10 piercing | 100/400 | Ammunition (Bolt), Heavy, Loading, Two-Handed; Push | 18 lb. | -tbd- |
| Longbow | 1d8 piercing | 150/600 | Ammunition (Arrow), Heavy, Two-Handed; Slow | 2 lb. | -tbd- |
| Powder musket | 1d12 piercing | 40/120 | Ammunition (Bullet), Loading, Two-Handed; Slow | 10 lb. | -tbd- |
| Powder pistol | 1d10 piercing | 30/90 | Ammunition (Bullet), Loading; Vex | 3 lb. | -tbd- |
| Capture net | -- | 5/15 | Thrown, Special | 3 lb. | -tbd- |
Dart-pipe
A long blowpipe firing weighted needles. Quiet and short-ranged; common with hunters who prefer the dart be poisoned.
Sleeve crossbow
A one-handed mechanical bow small enough to conceal under a coat. Favored by caravan factors who do not want to draw openly.
Wall crossbow
A heavy, cranked two-handed crossbow mounted at a freehold's wall or carried by braced infantry. Punches through plate at battle range.
Longbow
A long-draw bow built for standoff range. The standard archer's weapon; the draw weight is the practice.
Powder musket
A smoothbore powder-fired long arm. Surface manufacture in any freehold with a working powder mill, and the most common firearm in the settled world. Loud, slow to load, devastating on first contact.
Powder pistol
A powder-fired sidearm. The fallback of any traveler who can afford the powder; one shot, then a knife.
Capture net
A weighted throwing net. Restraint, not kill. A Large or smaller creature hit by the net is Restrained until it frees itself or is freed (DC 10 STR check, or 5 slashing damage to the net at AC 10). Useless against the formless or anything Huge or larger.
Kinetic and projectile
| Name | Damage | Range | Traits | Weight | Cost |
|---|---|---|---|---|---|
| Railgun / gauss rifle | 2d6 piercing | 150/600 | Ammunition (Large), Fitted, Heavy, Two-Handed; Slow | 12 lb. | -tbd- |
| Gauss SMG | 1d8 piercing | 40/160 | Ammunition (Large), Fitted, Semi; Vex | 5 lb. | -tbd- |
| Gauss pistol | 1d8 piercing | 40/160 | Ammunition (Small), Fitted; Vex | 3 lb. | -tbd- |
| Mass driver | narrative scale | narrative scale | narrative scale | narrative scale | -tbd- |
| Gyrojet pistol | 1d8 piercing | 50/200 | Ammunition (Small), Fitted; Vex | 3 lb. | -tbd- |
| Flechette gun | 1d8 piercing | 20/80 | Ammunition (Small), Fitted; Sap | 4 lb. | -tbd- |
| Shardgun / sliver rifle | 1d8 piercing | 40/160 | Ammunition (Large), Fitted, Two-Handed; Sap | 7 lb. | -tbd- |
| Spike gun / nail driver | 1d10 piercing | 15/60 | Ammunition (Large), Fitted, Heavy, Two-Handed; Topple | 10 lb. | -tbd- |
| Stake gun | 2d6 piercing | 10/30 | Ammunition (Large), Fitted, Heavy, Loading, Two-Handed; Push | 14 lb. | -tbd- |
| Slugthrower | 1d10 piercing | 80/320 | Ammunition (Large), Heavy, Semi, Two-Handed; Slow | 8 lb. | -tbd- |
| Hypervelocity dart rifle | 2d6 piercing | 150/600 | Ammunition (Large), Fitted, Heavy, Two-Handed; Slow | 11 lb. | -tbd- |
| Sabot rifle | 1d12 piercing | 100/400 | Ammunition (Large), Heavy, Loading, Two-Handed; Push | 10 lb. | -tbd- |
| Caseless burst rifle | 1d10 piercing | 80/320 | Ammunition (Large), Burst, Heavy, Two-Handed; Slow | 7 lb. | -tbd- |
| Smartgun | 2d6 piercing | 80/320 | Ammunition (Large), Fitted, Heavy, Two-Handed; Vex | 9 lb. | -tbd- |
| Auto-shotgun | 1d10 piercing | 20/80 | Ammunition (Large), Auto, Heavy, Two-Handed; Push | 9 lb. | -tbd- |
| Man-portable autocannon | 2d8 piercing | 80/320 | Ammunition (Ordnance), Heavy, Recoil, Two-Handed; Slow | 28 lb. | -tbd- |
| Dual rocket-round carbine | 2d6 piercing | 60/240 | Ammunition (Large), Fitted, Heavy, Semi, Two-Handed; Slow | 9 lb. | -tbd- |
| Rocket-round carbine | 1d10 piercing | 60/240 | Ammunition (Large), Fitted, Heavy, Two-Handed; Slow | 7 lb. | -tbd- |
| Needler | 1d6 piercing | 30/120 | Ammunition (Small), Fitted; Vex | 3 lb. | -tbd- |
| Charged-bolt crossbow | 1d10 lightning | 80/320 | Ammunition (Arrow / Bolt), Two-Handed; Slow | 5 lb. | -tbd- |
| Crystal gun | 1d6 piercing | 20/80 | Ammunition (Small), Fitted; Sap | 3 lb. | -tbd- |
| Monofilament caster | 1d10 slashing | 15/60 | Ammunition (Large), Fitted, Two-Handed; Slow | 8 lb. | -tbd- |
| Wire-guided harpoon | 2d6 piercing | 30/60 | Ammunition (Large), Fitted, Heavy, Loading, Two-Handed; Topple | 15 lb. | -tbd- |
Railgun / gauss rifle
Electromagnetic accelerator. Fires ferrous slugs at hypersonic velocity along a coil track.
Gauss SMG
Compact coil weapon. Burst-fire flechette slugs from a stacked magazine.
Gauss pistol
Sidearm coil weapon. Single-shot or short-burst metal slugs.
Mass driver
Vehicle-scale or emplaced coilgun. Anti-material kinetic punch.
Gyrojet pistol
Rounds are micro-rockets that ignite after leaving the barrel.
Flechette gun
Sprays a cloud of small dart-like projectiles.
Shardgun / sliver rifle
Crystal or polymer shards under gas or coil propulsion.
Spike gun / nail driver
Industrial-tool origin. Drives heavy fasteners through tissue and plate.
Stake gun
Heavy oversized spike driver. Pins or impales.
Slugthrower
Old-world conventional firearm. Chemical-propellant solid rounds.
Hypervelocity dart rifle
Long-barrel coilgun firing tungsten darts for armor penetration.
Sabot rifle
Discarding-sabot rounds. Subcaliber penetrator delivered in a carrier shell.
Caseless burst rifle
Combustible-cased rounds. Low mass, high cyclic rate.
Smartgun
Tracking optics paired with guided rounds that adjust mid-flight.
Auto-shotgun
Cyclic-feed combat shotgun. Spread or slug at handler's choice.
Man-portable autocannon
Heavy shoulder-fired cannon. Sustained high-caliber fire.
Dual rocket-round carbine
Twinned rapid-fire rocket-round array. Sustained anti-personnel suppression.
Rocket-round carbine
Rocket-propelled HE-round launcher. Each round ignites after a short flight.
Needler
Homing sliver swarm. Rounds track and converge on the target.
Charged-bolt crossbow
Crossbow-frame weapon that energizes its bolt at release.
Crystal gun
Fires brittle silica shards that fragment on impact.
Monofilament caster
Fires a projectile trailing a single-molecule cutting filament.
Wire-guided harpoon
Heavy projectile tethered to the launcher by signal cable.
Energy beams
| Name | Damage | Range | Traits | Weight | Cost |
|---|---|---|---|---|---|
| Laser pistol | 1d8 fire | 60/240 | Ammunition (Energy), Cell-Fed, Light; Vex | 3 lb. | -tbd- |
| Laser rifle | 1d10 fire | 120/480 | Ammunition (Energy), Cell-Fed, Heavy, Two-Handed; Slow | 8 lb. | -tbd- |
| Pulse laser | 1d8 fire | 80/320 | Ammunition (Energy), Cell-Fed, Rapid, Two-Handed; Vex | 6 lb. | -tbd- |
| Continuous-beam laser | 2d6 fire | 30/120 | Ammunition (Energy), Cell-Fed, Two-Handed; Slow | 9 lb. | -tbd- |
| X-ray laser | 1d10 radiant | 150/600 | Ammunition (Energy), Cell-Fed, Heavy, Two-Handed; Slow | 10 lb. | -tbd- |
| Gamma graser | 2d6 radiant | 60/240 | Ammunition (Energy), Cell-Fed, Heavy, Two-Handed; Slow | 12 lb. | -tbd- |
| Maser | 2d6 fire | 30/120 | Ammunition (Energy), Cell-Fed, Coolant, Two-Handed; Sap | 9 lb. | -tbd- |
| Heat ray | 1d10 fire | 60/240 | Ammunition (Energy), Cell-Fed, Two-Handed; Slow | 8 lb. | -tbd- |
| Death ray | 2d8 radiant | 60/240 | Ammunition (Energy), Cell-Fed, Heavy, Two-Handed; Slow | 11 lb. | -tbd- |
| Variable-effect projector | 1d8 radiant | 40/160 | Ammunition (Energy), Cell-Fed; Sap | 3 lb. | -tbd- |
| Stun-calibrated projector | 0 damage | 40/160 | Ammunition (Energy), Cell-Fed, Special (target makes CON save DC 13 or is Incapacitated until end of their next turn) | 3 lb. | -tbd- |
| Molecular shear beam | 1d10 force | 40/160 | Ammunition (Energy), Cell-Fed; Vex | 4 lb. | -tbd- |
| Blaster | 1d10 fire | 40/160 | Ammunition (Energy), Cell-Fed; Vex | 4 lb. | -tbd- |
| Disintegrator | 2d8 force | 30/120 | Ammunition (Energy), Cell-Fed, Heavy, Two-Handed; Slow | 10 lb. | -tbd- |
| Plasma rifle | 2d6 fire | 60/240 | Ammunition (Energy), Cell-Fed, Coolant, Heavy, Two-Handed; Slow | 11 lb. | -tbd- |
| Phased-plasma rifle | 2d6 fire | 60/240 | Ammunition (Energy), Cell-Fed, Coolant, Heavy, Overcharge, Two-Handed; Slow | 12 lb. | -tbd- |
| Plasma cutter | 2d6 fire | -- | Ammunition (Energy), Cell-Fed, Two-Handed; Graze | 8 lb. | -tbd- |
| Plasma pistol | 1d10 fire | 30/120 | Ammunition (Energy), Cell-Fed, Overcharge; Vex | 4 lb. | -tbd- |
| Fusion gun | 2d8 fire | 15/60 | Ammunition (Energy), Cell-Fed, Heavy, Two-Handed; Push | 14 lb. | -tbd- |
| Particle beam rifle | 2d6 radiant | 120/480 | Ammunition (Energy), Cell-Fed, Heavy, Two-Handed; Slow | 10 lb. | -tbd- |
| Ion cannon | 1d10 lightning | 60/240 | Ammunition (Energy), Cell-Fed, Heavy, Two-Handed; Sap | 9 lb. | -tbd- |
| Proton blaster | 2d6 force | 20/80 | Ammunition (Energy), Cell-Fed, Recoil; Push | 6 lb. | -tbd- |
| Positron rifle | 2d8 force | 60/240 | Ammunition (Energy), Cell-Fed, Charge-Up, Heavy, Two-Handed; Push | 13 lb. | -tbd- |
| Tachyon emitter | 2d6 force | 60/240 | Ammunition (Energy), Cell-Fed, Unstable, Two-Handed; Slow | 7 lb. | -tbd- |
| Phase-polarized projector | 2d6 lightning | 80/320 | Ammunition (Energy), Cell-Fed, Heavy, Two-Handed; Slow | 10 lb. | -tbd- |
| Exotic-particle emitter | 2d6 radiant | 80/320 | Ammunition (Energy), Cell-Fed, Heavy, Two-Handed; Sap | 10 lb. | -tbd- |
| Lightning gun | 1d10 lightning | 30/120 | Ammunition (Energy), Cell-Fed, Two-Handed; Slow | 7 lb. | -tbd- |
| Arc rifle | 1d10 lightning | 40/160 | Ammunition (Energy), Cell-Fed, Two-Handed; Slow | 8 lb. | -tbd- |
| Tesla coil weapon | 2d8 lightning | 30 ft. cone | Ammunition (Energy), Cell-Fed, Heavy, Special (area, DEX save) | 35 lb. | -tbd- |
| Thermal resonance ray | 2d6 fire | 60/240 | Ammunition (Energy), Cell-Fed, Coolant, Two-Handed; Slow | 9 lb. | -tbd- |
| Mass-energy converter | 2d8 force | 40/160 | Ammunition (Energy), Cell-Fed, Charge-Up, Heavy, Two-Handed; Push | 12 lb. | -tbd- |
| Spread laser | 1d6 fire | 20/80 | Ammunition (Energy), Cell-Fed, Two-Handed; Sap | 6 lb. | -tbd- |
| Active-denial projector | 0 damage | 30 ft. cone | Ammunition (Energy), Cell-Fed, Special (area, CON save or creature uses its reaction to move away at full speed) | 18 lb. | -tbd- |
| Plasma-orb projector | 2d8 fire | 60/240 | Ammunition (Energy), Cell-Fed, Charge-Up, Heavy, Two-Handed, Special (15 ft. burst on impact, DEX save DC 14 for half); Push | 32 lb. | -tbd- |
| Charge-beam lance | 2d8 fire | 60/240 | Ammunition (Energy), Cell-Fed, Charge-Up, Heavy, Two-Handed; Slow | 11 lb. | -tbd- |
| Directed cutting beam | 1d8 fire | 60/240 | Ammunition (Energy), Cell-Fed; Slow | 5 lb. | -tbd- |
| Spinal energy lance | narrative scale | narrative scale | narrative scale | narrative scale | -tbd- |
| Sun-gun | 2d8 fire | 300/1200 | Ammunition (Energy), Cell-Fed, Charge-Up, Heavy, Two-Handed; Slow | 14 lb. | -tbd- |
| Plasma-fusion cannon | narrative scale | narrative scale | narrative scale | narrative scale | -tbd- |
Laser pistol
Coherent-light sidearm. Pulse or continuous mode.
Laser rifle
Long-arm coherent-light beam weapon.
Pulse laser
Tight repeating pulses of coherent light.
Continuous-beam laser
Sustained beam. Cuts and burns by held contact.
X-ray laser
Hard-spectrum laser. Penetrates light armor before depositing energy.
Gamma graser
Highest-spectrum coherent beam. Cellular and electronic damage at depth.
Maser
Microwave-frequency laser. Cooks tissue beneath surface armor.
Heat ray
Directed thermal beam. Sets surfaces alight and cooks soft targets.
Death ray
Wide-spectrum cellular-disruption beam. Old-world classification, mechanism unclear.
Variable-effect projector
Variable-effect beam. Stun, kill, or disassembly settings.
Stun-calibrated projector
At lowest yield. Drops the target without lasting harm.
Molecular shear beam
Coherent particle beam. Tears apart matter at the contact point.
Blaster
Plasma-bolt sidearm or rifle. Common old-world military pattern.
Disintegrator
Beam weapon that reduces matter to dust at the focus point.
Plasma rifle
Magnetically contained plasma bolt launcher.
Phased-plasma rifle
Plasma rifle with shaped-discharge tuning across frequency bands.
Plasma cutter
Short-range industrial-cutter weaponized. Wide cleaving plasma blade.
Plasma pistol
Compact plasma weapon. Optional overcharge bolt.
Fusion gun
Sustained fusion-jet projector. Short range, very hot.
Particle beam rifle
Accelerated subatomic particles. Penetrating beam, not coherent light.
Ion cannon
Ionized particle beam. Disables electronics and constructs.
Proton blaster
Charged-particle weapon. High-energy, short-range punch.
Positron rifle
Antielectron beam. Matter-antimatter annihilation on contact.
Tachyon emitter
Causality-strange particle beam. Sometimes registers as hitting before the trigger pull.
Phase-polarized projector
Phase-polarized particle weapon. Penetrates conventional shielding.
Exotic-particle emitter
Exotic-particle beam. Effective against phased or shielded targets.
Lightning gun
Directed electrical arc. Chains between conductive targets.
Arc rifle
Sustained lightning beam.
Tesla coil weapon
Emplaced area-arc projector. High-voltage cone discharge.
Thermal resonance ray
Resonance-heat ray. Targets vibrate themselves toward vapor.
Mass-energy converter
Converts a fraction of target mass into energy on contact.
Spread laser
Multi-beam scatter optic. Reduced range, area coverage.
Active-denial projector
Wide-cone microwave emitter. Drives off targets through pain response.
Plasma-orb projector
Massive plasma-orb launcher. Crew-served or vehicle-mount.
Charge-beam lance
Hand-held high-energy laser. Briefly charges, then discharges a piercing beam.
Directed cutting beam
Light directed-energy weapon. Sustained low-yield cutting beam.
Spinal energy lance
Spinal-mount energy lance. Capital-scale weapon.
Sun-gun
Solar-pumped laser. Requires daylight or external focus.
Plasma-fusion cannon
Vehicle main gun. Plasma-fusion lance.
Thermal and state-change
| Name | Damage | Range | Traits | Weight | Cost |
|---|---|---|---|---|---|
| Hand flamer | 2d6 fire | 15 ft. cone | Fuel, Special (cone, DEX save DC 13 or full damage) | 5 lb. | -tbd- |
| Backpack flamer | 2d8 fire | 30 ft. cone | Fuel, Heavy, Two-Handed, Special (cone, DEX save DC 14 or full damage) | 22 lb. | -tbd- |
| Slag gun | 2d8 fire | 15/60 | Ammunition (Energy), Cell-Fed, Heavy, Loading, Two-Handed; Push | 14 lb. | -tbd- |
| Plasma flamer | 2d8 fire | 20 ft. cone | Fuel, Heavy, Unstable, Two-Handed, Special (cone, DEX save DC 14 or full damage) | 18 lb. | -tbd- |
| Dragonsbreath shell | 1d8 fire | 15 ft. cone | Ammunition (Large), Special (cone, DEX save DC 12 or full damage; loads into any shotgun-frame weapon) | 0.5 lb. | -tbd- |
| Freeze ray | 1d10 cold | 30/120 | Ammunition (Energy), Cell-Fed, Two-Handed; Slow | 8 lb. | -tbd- |
| Cryo grenade | 2d6 cold | 20/60 (thrown) | Thrown, Special (10 ft. burst, DEX save DC 13) | 1 lb. | -tbd- |
| Cold-stream carbine | 1d8 cold | 20/80 | Ammunition (Energy), Cell-Fed, Semi; Slow | 6 lb. | -tbd- |
| Fusion torch | 2d8 fire | -- | Ammunition (Energy), Cell-Fed, Two-Handed; Push | 9 lb. | -tbd- |
| Thermal lance | 2d8 fire | -- | Ammunition (Energy), Cell-Fed, Reach, Two-Handed; Push | 12 lb. | -tbd- |
| Incinerator | 2d6 fire | 20 ft. cone | Fuel, Heavy, Two-Handed, Special (cone, DEX save DC 13; target continues burning for 1d4 fire damage at start of each turn until they or an adjacent creature uses an action to extinguish) | 20 lb. | -tbd- |
Hand flamer
Compact flamethrower. Short-range fuel-jet ignition.
Backpack flamer
Heavier flamethrower. Sustained burn, large fuel reservoir.
Slag gun
Close-range thermal projector. Reduces armor and tissue to slag.
Plasma flamer
Plasma-charged flamethrower. Hotter, brighter, shorter range.
Dragonsbreath shell
Shotgun shell that ejects a burning ejecta cone.
Freeze ray
Cryogenic beam. Encases targets in fast-forming ice.
Cryo grenade
Cryogenic burst grenade. Freezes air, water, and contact tissue.
Cold-stream carbine
Cryogenic SMG. Sustained cold-stream, immobilizes on freeze.
Fusion torch
Industrial cutting torch weaponized. Plasma jet at melee range.
Thermal lance
Pole-mounted cutting torch. Bores through bulkhead or carapace.
Incinerator
Phosphorus or thermite thrower. Persistent burn.
Sonic and resonance
| Name | Damage | Range | Traits | Weight | Cost |
|---|---|---|---|---|---|
| Sonic devastator | 2d6 thunder | 30 ft. cone | Ammunition (Energy), Cell-Fed, Heavy, Two-Handed, Special (cone, CON save DC 14 or deafened until end of next turn) | 16 lb. | -tbd- |
| Sonic disruptor | 2d6 thunder | 40/160 | Ammunition (Energy), Cell-Fed, Two-Handed; Slow | 9 lb. | -tbd- |
| Subsonic stunner | 1d6 thunder | 30 ft. cone | Ammunition (Energy), Cell-Fed, Special (cone, CON save DC 13 or Incapacitated until end of next turn; no damage on successful save) | 12 lb. | -tbd- |
| Ultrasonic shatter rifle | 1d10 thunder | 60/240 | Ammunition (Energy), Cell-Fed, Two-Handed; Sap | 8 lb. | -tbd- |
| Resonance cascade lance | 2d8 thunder | 60/240 | Ammunition (Energy), Cell-Fed, Charge-Up, Heavy, Two-Handed; Push | 14 lb. | -tbd- |
| Harmonic detonator | 2d6 thunder | placed | Special (placed mine; detonates only on tuned approach; 15 ft. burst, CON save DC 14 or Prone) | 3 lb. | -tbd- |
Sonic devastator
Wide-cone sonic blaster. Concussive area damage.
Sonic disruptor
Tight-beam sonic weapon. Pulps tissue at point-of-impact.
Subsonic stunner
Low-frequency emitter. Nausea, panic, loss of motor control.
Ultrasonic shatter rifle
Targets brittle materials and crystalline structures.
Resonance cascade lance
Tunes to material resonance frequencies. Shakes structures apart.
Harmonic detonator
Resonance-matched mine. Detonates only on tuned approach.
Gravitic, spatial, and exotic
| Name | Damage | Range | Traits | Weight | Cost |
|---|---|---|---|---|---|
| Field manipulator | 1d10 bludgeoning | 30/120 | Ammunition (Energy), Cell-Fed, Two-Handed; Push | 8 lb. | -tbd- |
| Gravitic maul | 2d8 bludgeoning | -- | Two-Handed; Topple | 12 lb. | -tbd- |
| Singularity launcher | 2d8 force | 60/240 | Ammunition (Energy), Cell-Fed, Charge-Up, Heavy, Two-Handed, Special (15 ft. burst, everything in radius pulled 10 ft. toward impact point); Slow | 22 lb. | -tbd- |
| Implosion bomb | 3d8 bludgeoning | 20/60 (thrown) | Thrown, Special (DEX save DC 15; creatures in burst are pulled 10 ft. toward center; 15 ft. burst) | 2 lb. | -tbd- |
| Crusher field projector | 2d6 bludgeoning | 30/120 | Ammunition (Energy), Cell-Fed, Coolant, Heavy, Two-Handed, Special (target also has speed halved until end of their next turn on a hit); Slow | 18 lb. | -tbd- |
| Stasis field grenade | 0 damage | 20/60 (thrown) | Thrown, Special (15 ft. burst; DEX save DC 14 or target is Restrained for 1 minute; repeats save at end of each turn) | 2 lb. | -tbd- |
| Phase-shift cannon | 1d10 force | 60/240 | Ammunition (Energy), Cell-Fed, Two-Handed, Special (hit target has disadvantage on attack rolls and attackers have advantage against it until end of their next turn); Sap | 10 lb. | -tbd- |
| Dimensional rift gun | 1d6 force | 30/120 | Ammunition (Energy), Cell-Fed, Special (a creature reduced to 0 HP is removed from the battlefield instead of falling; retrieved or lost at World Master's call); Slow | 8 lb. | -tbd- |
| Warp field projector | 1d8 force | 40/160 | Ammunition (Energy), Cell-Fed, Two-Handed, Special (hit location becomes Difficult Terrain until end of next round); Sap | 11 lb. | -tbd- |
| Probability gun | 1d6 force | 30/120 | Ammunition (Energy), Cell-Fed, Unstable, Special (roll 1d4: 1 misfire, 2 normal hit, 3 double damage, 4 target and adjacent creature switch positions) | 5 lb. | -tbd- |
| Quantum decoherence pistol | 1d8 psychic | 20/80 | Ammunition (Energy), Cell-Fed, Unstable; Sap | 3 lb. | -tbd- |
| Mass amplifier | 1d6 bludgeoning | 30/120 | Ammunition (Energy), Cell-Fed, Special (hit target's speed is reduced to 0 until end of their next turn); Slow | 6 lb. | -tbd- |
| Tractor beam | 0 damage | 60/240 | Ammunition (Energy), Cell-Fed, Two-Handed, Special (push or pull target up to 30 ft.; STR save DC 14 resists) | 12 lb. | -tbd- |
| Reality anchor | 0 damage | 30/120 | Ammunition (Energy), Cell-Fed, Special (phantasms and substrate-resident phenomena in range must succeed on a WIS save DC 14 or be Incapacitated until they leave range) | 7 lb. | -tbd- |
Field manipulator
Field manipulator. Lifts and hurls nearby objects as projectiles.
Gravitic maul
Two-handed melee weapon. Discharges a gravitic shockwave on impact.
Singularity launcher
Fires a micro-black-hole canister. Brief duration, total devouring.
Implosion bomb
Reverses local pressure. Crushes inward on a point.
Crusher field projector
Localized high-gravity well. Pins or breaks.
Stasis field grenade
Freezes time within an area. Caught entities resume on expiration.
Phase-shift cannon
Knocks target partly out of phase. Movement and contact become uncertain.
Dimensional rift gun
Opens short-lived gates. Disposal or transit weapon.
Warp field projector
Distorts local space. Movement, aim, and range become unreliable.
Probability gun
Localized improbability discharge. Outcomes within the area become random.
Quantum decoherence pistol
Forces wavefunction collapse on living targets. Effects vary.
Mass amplifier
Multiplies target weight. Immobilizes through self-crushing load.
Tractor beam
Push-pull manipulator. Restraint or hurl.
Reality anchor
Suppresses substrate-resident phenomena. Anti-phantasm utility.
Radiation and exotic-particle
| Name | Damage | Range | Traits | Weight | Cost |
|---|---|---|---|---|---|
| Neutron projector | 2d8 radiant | 60/240 | Ammunition (Energy), Cell-Fed, Heavy, Two-Handed, Special (damage ignores non-organic material; deals no damage to constructs and objects) | 16 lb. | -tbd- |
| Hard-rad emitter | 1d10 radiant | 40/160 | Ammunition (Energy), Cell-Fed, Two-Handed, Special (damage is delayed; target takes an additional 1d10 radiant at start of their next turn); Slow | 10 lb. | -tbd- |
| Gamma burst rifle | 2d6 radiant | 60/240 | Ammunition (Energy), Cell-Fed, Heavy, Loading, Two-Handed; Slow | 12 lb. | -tbd- |
| Cosmic ray inducer | 1d6 radiant | 30 ft. cone | Ammunition (Energy), Cell-Fed, Heavy, Two-Handed, Special (cone, CON save DC 13; target takes 1d6 radiant at start of each of their turns for 1 minute) | 20 lb. | -tbd- |
| Tritium fog projector | 1d6 radiant | 30 ft. cone | Fuel, Heavy, Two-Handed, Special (cone creates a radioactive cloud lasting 1 minute; creatures that enter or start their turn in the cloud take 1d6 radiant) | 18 lb. | -tbd- |
| X-ray strobe | 0 damage | 30 ft. cone | Ammunition (Energy), Cell-Fed, Special (cone; organic targets and optical sensors within the cone must succeed on CON save DC 13 or be Blinded until end of their next turn) | 8 lb. | -tbd- |
Neutron projector
Neutron flux beam. Kills crew, leaves hull intact.
Hard-rad emitter
Directed ionizing radiation. Delayed cellular damage.
Gamma burst rifle
Short pulse of hard radiation. Acute tissue dose.
Cosmic ray inducer
Mimics deep-space particle flux. Wide-area damage over time.
Tritium fog projector
Disperses radioactive vapor. Area denial.
X-ray strobe
Wide-spectrum burst. Blinds organic and optical sensors.
Bio and chemical
| Name | Damage | Range | Traits | Weight | Cost |
|---|---|---|---|---|---|
| Acid sprayer | 2d6 acid | 15 ft. cone | Fuel, Heavy, Two-Handed, Special (cone, DEX save DC 13; target takes 1d6 acid at start of their next turn if not washed off) | 12 lb. | -tbd- |
| Toxin gun | 1d8 poison | 20/80 | Ammunition (Small), Special (hit target must succeed CON save DC 13 or be Poisoned until end of their next turn); Sap | 4 lb. | -tbd- |
| Venom syringe gun | 1d6 poison | 20/80 | Ammunition (Small), Loading, Special (hit target must succeed CON save DC 14 or be Poisoned for 1 minute; repeats save at end of each turn); Vex | 2 lb. | -tbd- |
| Nerve agent canister | 0 damage | 20/60 (thrown) | Thrown, Special (persistent area; creatures that start their turn in the cloud must succeed CON save DC 15 or be Incapacitated until end of their next turn; 20 ft. burst) | 2 lb. | -tbd- |
| Tranq dart pistol | 0 damage | 30/120 | Ammunition (Small), Loading, Special (hit creature makes CON save DC 14 or falls Unconscious for 1 hour; awakens if takes damage or an adjacent creature uses an action to rouse it) | 2 lb. | -tbd- |
| Bio-disruptor | 2d6 necrotic | 30/120 | Ammunition (Energy), Cell-Fed, Two-Handed, Special (deals no damage to constructs or non-organic matter); Slow | 9 lb. | -tbd- |
| Spore rifle | 1d6 poison | 20/80 | Ammunition (Large), Two-Handed, Special (hit target must succeed CON save DC 12 or be Poisoned and take 1d6 poison at start of their next 3 turns); Sap | 7 lb. | -tbd- |
| Pathogen vector aerosol | 0 damage | 20 ft. cone | Fuel, Two-Handed, Special (cone; creatures that fail CON save DC 14 are Poisoned for 24 hours; effects manifest after 1d4 hours) | 14 lb. | -tbd- |
| Slime cannon | 0 damage | 20/80 | Ammunition (Large), Two-Handed, Special (hit target is Restrained until they or an adjacent ally uses an action to free them, STR DC 14); Slow | 9 lb. | -tbd- |
| Viral injector dart | 0 damage | 30/120 | Ammunition (Small), Loading, Special (subdermal; target makes CON save DC 15 with disadvantage after 1d4 hours or is Incapacitated for 8 hours); Vex | 2 lb. | -tbd- |
Acid sprayer
Corrosive liquid jet. Eats armor and tissue.
Toxin gun
Pressurized poison delivery. Direct injection or aerosol.
Venom syringe gun
Single-shot envenoming sidearm.
Nerve agent canister
Released by impact or fuse. Persistent area effect.
Tranq dart pistol
Single-shot sedative dart. Less-lethal capture tool.
Bio-disruptor
Targets organic cell structure only. Inert against constructs.
Spore rifle
Disperses mutagenic, toxic, or parasitic spores.
Pathogen vector aerosol
Delivery system for engineered biological agents.
Slime cannon
Adhesive organic discharge. Restraint or hazard.
Viral injector dart
Subdermal payload. Effects manifest after a delay.
Nano and swarm
| Name | Damage | Range | Traits | Weight | Cost |
|---|---|---|---|---|---|
| Nanite swarm canister | 2d6 force | 20/60 (thrown) | Thrown, Special (10 ft. burst, DEX save DC 13; disassembler nanites deal 1d6 force at start of each turn to creatures in the swarm area for 1 minute or until dispersed) | 2 lb. | -tbd- |
| Gray goo grenade | 3d8 force | 20/60 (thrown) | Thrown, Special (15 ft. burst, DEX save DC 15; self-replicating nanites spread 5 ft. per round for 3 rounds before depleting) | 2 lb. | -tbd- |
| Disassembler rifle | 2d6 force | 30/120 | Ammunition (Energy), Cell-Fed, Heavy, Two-Handed; Slow | 10 lb. | -tbd- |
| Smart-dust dispenser | 0 damage | 20 ft. cone | Ammunition (Energy), Cell-Fed, Special (sensor cloud marks all creatures in area; World Master tracks their location for 10 minutes) | 4 lb. | -tbd- |
| Combat-drone swarm pod | 2d6 piercing | 30 ft. radius | Ammunition (Ordnance), Special (releases drone flight that attacks all hostile creatures in radius; DEX save DC 14 or damage; swarm persists 3 rounds) | 5 lb. | -tbd- |
| Tracker drone | 1d10 piercing | Special | Special (60 ft. range; steered remotely or by signature lock; makes one attack per round on the operator's turn) | 0.5 lb. | -tbd- |
| Deployable turret canister | 2d8 piercing | Special | Special (deploys as a separate construct; attacks on operator's command up to 60 ft.; 15 HP, AC 14; destroyed by damage or after 1 hour) | 4 lb. | -tbd- |
| Self-replicating spike infestation | 1d6 piercing | placed | Special (area denial; spikes grow from contacted surface over 1 minute, covering 10 ft. square; creatures moving through take 1d6 piercing per 5 ft.; lasts 24 hours or until cleared) | 2 lb. | -tbd- |
Nanite swarm canister
Releases a cloud of disassembler nanites.
Gray goo grenade
Self-replicating nanite burst. Spreads until depleted or contained.
Disassembler rifle
Beam vector for matter-untying nanite payload.
Smart-dust dispenser
Sensor or weaponized particle cloud.
Combat-drone swarm pod
Releases a coordinated drone flight.
Tracker drone
Pencil-thin assassin drone. Steered remotely or by signature.
Deployable turret canister
Self-installing autonomous turret.
Self-replicating spike infestation
Area denial. Spikes grow from any contacted surface.
Psionic and mental
| Name | Damage | Range | Traits | Weight | Cost |
|---|---|---|---|---|---|
| Psi-amp | 1d8 psychic | 30/120 | Linked; Vex | 1 lb. | -tbd- |
| Neural disruptor | 1d10 psychic | 40/160 | Ammunition (Energy), Cell-Fed, Two-Handed; Sap | 8 lb. | -tbd- |
| Empathic feedback projector | 1d8 psychic | 20/80 | Ammunition (Energy), Cell-Fed, Special (target takes damage equal to damage dealt, reflected back); Vex | 6 lb. | -tbd- |
| Migraine ray | 1d6 psychic | 20/80 | Ammunition (Energy), Cell-Fed, Special (hit target has disadvantage on attack rolls and concentration until end of their next turn); Slow | 4 lb. | -tbd- |
| Mesmer beam | 0 damage | 20/80 | Ammunition (Energy), Cell-Fed, Special (CON save DC 14 or target is Charmed by the wielder until end of their next turn); Sap | 3 lb. | -tbd- |
| Compliance lance | 1d6 psychic | 20/80 | Linked, Special (target must succeed WIS save DC = 8 + wielder's WIS mod + PB or follow one two-word command on their next turn); Slow | 4 lb. | -tbd- |
| Voice projector | 0 damage | 30 ft. cone | Linked, Special (cone, WIS save DC = 8 + wielder's CHA mod + PB or Charmed until end of wielder's next turn; requires the speaker's trained channeling) | 3 lb. | -tbd- |
| Brain-burner | 2d8 psychic | 30/120 | Linked, Charge-Up, Special (if target is reduced to 0 HP, they are Incapacitated for 1 hour rather than unconscious -- higher cognition burned out); Slow | 5 lb. | -tbd- |
Psi-amp
Wrist or temple focus. Amplifies the bearer's mind-blast.
Neural disruptor
Targeted nervous-system interference beam.
Empathic feedback projector
Reflects target's own distress back at them, amplified.
Migraine ray
Localized cranial-pain projector. Less-lethal but disabling.
Mesmer beam
Brief compulsion projector. Targets are pliable while irradiated.
Compliance lance
Directed authority weapon. Effects scale with bearer's discipline.
Voice projector
Compulsion command broadcast. Requires the speaker's trained channeling.
Brain-burner
Lethal psionic surge. Burns out higher cognition.
Wave and electromagnetic
| Name | Damage | Range | Traits | Weight | Cost |
|---|---|---|---|---|---|
| EMP rifle | 2d6 lightning | 60/240 | Ammunition (Energy), Cell-Fed, Heavy, Two-Handed, Special (deals full damage to constructs and electronics; deals half damage to organics); Slow | 9 lb. | -tbd- |
| ECM projector | 0 damage | 60 ft. cone | Ammunition (Energy), Cell-Fed, Two-Handed, Special (cone; missile, seeker, and guided weapon attacks against creatures in the cone have disadvantage for 1 round) | 12 lb. | -tbd- |
| Dazzler | 0 damage | 30 ft. cone | Ammunition (Energy), Cell-Fed, Special (cone; optical sensors and organic vision targeted; CON save DC 13 or Blinded until end of next turn) | 5 lb. | -tbd- |
| Microwave gun | 2d6 fire | 30 ft. cone | Ammunition (Energy), Cell-Fed, Heavy, Two-Handed, Special (cone, CON save DC 13 or full damage; works through light cover) | 15 lb. | -tbd- |
| Mag-cuff projector | 0 damage | 30/120 | Ammunition (Energy), Cell-Fed, Special (ferrous-armored targets: STR save DC 14 or Restrained until save succeeds at start of their turn); Slow | 6 lb. | -tbd- |
EMP rifle
Directed electromagnetic pulse. Disables electronics and constructs.
ECM projector
Active counter-signal. Jams targeting, signal, and drone control.
Dazzler
Directed wide-spectrum optical-sensor flood.
Microwave gun
Cooks targets by heating internal water content.
Mag-cuff projector
Magnetic restraint launcher. Pins ferrous-armored targets.
Antimatter and conversion
| Name | Damage | Range | Traits | Weight | Cost |
|---|---|---|---|---|---|
| Antimatter rifle | 2d8 force | 80/320 | Ammunition (Energy), Cell-Fed, Heavy, Two-Handed; Slow | 13 lb. | -tbd- |
| Antiproton blaster | 2d6 force | 30/120 | Ammunition (Energy), Cell-Fed, Recoil; Push | 5 lb. | -tbd- |
| Antimatter warhead | 3d8 force | 20/60 (thrown) | Thrown, Special (30 ft. burst, DEX save DC 16) | 2 lb. | -tbd- |
| Nova bomb | narrative scale | narrative scale | narrative scale | narrative scale | -tbd- |
| Guided antimatter torpedo | narrative scale | narrative scale | narrative scale | narrative scale | -tbd- |
| Zero-point warhead | narrative scale | narrative scale | narrative scale | narrative scale | -tbd- |
| Conversion beam | narrative scale | narrative scale | narrative scale | narrative scale | -tbd- |
Antimatter rifle
Magnetically suspended antimatter bolt. Annihilation on contact.
Antiproton blaster
Particle weapon with antimatter payload.
Antimatter warhead
Strategic ordnance. Container failure equals total release.
Nova bomb
Compact antimatter charge. Capital-scale.
Guided antimatter torpedo
Vehicle-launched antimatter warhead. Guided.
Zero-point warhead
Vacuum-energy enhanced antimatter warhead.
Conversion beam
Sustained mass-to-energy lance. Capital-scale.
Grenades
| Name | Damage | Range | Traits | Weight | Cost |
|---|---|---|---|---|---|
| Frag grenade | 2d6 piercing | 20/60 (thrown) | Thrown, Special (15 ft. burst, DEX save DC 13) | 1 lb. | -tbd- |
| HE grenade | 2d6 bludgeoning | 20/60 (thrown) | Thrown, Special (15 ft. burst, DEX save DC 13) | 1 lb. | -tbd- |
| Penetrator grenade | 2d8 piercing | 20/60 (thrown) | Thrown, Special (5 ft. burst, DEX save DC 14) | 1 lb. | -tbd- |
| Plasma grenade | 2d6 fire | 20/60 (thrown) | Thrown, Special (15 ft. burst, DEX save DC 13) | 1 lb. | -tbd- |
| EMP grenade | 2d6 lightning | 20/60 (thrown) | Thrown, Special (15 ft. burst, DEX save DC 13; full damage to electronics/constructs; half to organics) | 1 lb. | -tbd- |
| Smoke grenade | 0 damage | 20/60 (thrown) | Thrown, Special (20 ft. radius heavily obscured cloud for 1 minute or until wind disperses) | 1 lb. | -tbd- |
| Thermal charge | 2d6 fire | 20/60 (thrown) | Thrown, Special (10 ft. burst, DEX save DC 14; fire persists; area is Difficult Terrain until end of next round) | 1 lb. | -tbd- |
| Sticky bomb | 2d8 bludgeoning | 20/60 (thrown) | Thrown, Special (adheres to surface; detonates on next round or when triggered; 10 ft. burst, DEX save DC 14) | 2 lb. | -tbd- |
| Marble-sized grenade | 1d6 bludgeoning | 30/90 (thrown) | Thrown, Special (5 ft. burst, DEX save DC 12) | 0.1 lb. | -tbd- |
| Photon flash grenade | 0 damage | 20/60 (thrown) | Thrown, Special (30 ft. burst; organic targets and optical sensors make CON save DC 13 or Blinded until end of next turn) | 1 lb. | -tbd- |
| Stasis grenade | 0 damage | 20/60 (thrown) | Thrown, Special (10 ft. burst; DEX save DC 14 or Restrained for 1 minute; repeats at end of each turn) | 2 lb. | -tbd- |
| Disintegration grenade | 3d8 force | 20/60 (thrown) | Thrown, Special (10 ft. burst, DEX save DC 15) | 1 lb. | -tbd- |
Frag grenade
Fragmentation explosive. Anti-personnel.
HE grenade
High-explosive charge. Concussive area damage.
Penetrator grenade
Shaped charge. Anti-armor, point-target.
Plasma grenade
Plasma burst container. Adhesive variants exist.
EMP grenade
Pulse charge. Disables electronics and constructs in a small radius.
Smoke grenade
Concealment aerosol.
Thermal charge
High-temperature explosive. Burns and concusses.
Sticky bomb
Adhesive demolition charge.
Marble-sized grenade
Small charge in a hardened bead. Thrown or load-fed.
Photon flash grenade
Blinding light burst. Less-lethal area effect.
Stasis grenade
Freezes contacted area in temporal lock.
Disintegration grenade
Disassembles matter within the burst radius.
Ordnance and demolitions
| Name | Damage | Range | Traits | Weight | Cost |
|---|---|---|---|---|---|
| Sub-kiloton warhead | 3d8 force | 1200 ft. blast radius | Ammunition (Ordnance), Special (DEX save DC 18; structural devastation; narrative-scale deployment only) | 35 lb. | -tbd- |
| Smart mine | 2d8 piercing | placed | Ammunition (Ordnance), Special (proximity trigger; selective targeting; 10 ft. burst, DEX save DC 14; can be set to ignore specific signatures) | 3 lb. | -tbd- |
| Demo charge | 3d8 force | placed | Ammunition (Ordnance), Special (engineered breaching; shaped or general; 10 ft. burst, DEX save DC 15; deals double damage to structures) | 4 lb. | -tbd- |
| Rocket launcher | 2d8 force | 120/480 | Ammunition (Ordnance), Heavy, Loading, Two-Handed, Special (15 ft. burst on impact; DEX save DC 14 for half); Push | 12 lb. | -tbd- |
| Wrist rocket | 1d10 force | 60/240 | Ammunition (Ordnance), Loading, Special (10 ft. burst on impact; DEX save DC 13 for half) | 1 lb. | -tbd- |
| Smart missile | 2d8 force | 300/1200 | Ammunition (Ordnance), Special (self-guided; makes its own attack roll using +5 to hit; 15 ft. burst, DEX save DC 14); Slow | 6 lb. | -tbd- |
Sub-kiloton warhead
Sub-kiloton tactical warhead. Launcher-fired or planted.
Smart mine
Proximity-triggered explosive with selective targeting.
Demo charge
Engineered breaching explosive. Shaped or general.
Rocket launcher
Tube-launched unguided HE rocket.
Wrist rocket
Forearm-mounted micro-rocket.
Smart missile
Self-guided seeker. Multiple guidance modes.
Restraint and less-lethal
| Name | Damage | Range | Traits | Weight | Cost |
|---|---|---|---|---|---|
| Net gun | 0 damage | 20/80 | Ammunition (Large), Two-Handed, Special (hit Large-or-smaller creature is Restrained; STR save DC 13 to escape as an action); Slow | 5 lb. | -tbd- |
| Stickyfoam launcher | 0 damage | 15/60 | Ammunition (Large), Two-Handed, Special (hit creature is Restrained; foam hardens on contact; STR DC 14 or action to cut free); Slow | 8 lb. | -tbd- |
| Tangler / web gun | 0 damage | 30/120 | Ammunition (Large), Two-Handed, Special (strand restraint; hit creature Restrained; STR DC 12 to break free as action); Sap | 6 lb. | -tbd- |
| Grav-net | 0 damage | 20/60 | Ammunition (Energy), Cell-Fed, Two-Handed, Special (localized gravity well in mesh form; Large-or-smaller creature Restrained; STR DC 15 to escape); Slow | 9 lb. | -tbd- |
| Stun baton | 1d6 lightning | -- | Light, Special (on hit, target makes CON save DC 12 or is Stunned until end of their next turn); Nick | 2 lb. | -tbd- |
| Shock prod | 1d8 lightning | -- | Reach, Special (on hit, target makes CON save DC 12 or is Stunned until end of their next turn); Push | 3 lb. | -tbd- |
| Shock gauntlets | 1d6 lightning | -- | Finesse, Light, Special (worn pair; on hit CON save DC 12 or Stunned until end of next turn); Nick | 2 lb. | -tbd- |
| Capture rifle | 0 damage | 30/120 | Ammunition (Small), Special (fires a tracking restraint round; hit creature is Slowed (speed halved) and can be tracked for 24 hours); Slow | 4 lb. | -tbd- |
| Pacification gas projector | 0 damage | 20 ft. cone | Fuel, Special (cone; CON save DC 13 or Incapacitated until end of next turn; repeat save each turn while in cloud) | 10 lb. | -tbd- |
Net gun
Compressed-launched capture net.
Stickyfoam launcher
Expanding adhesive foam. Immobilizes targets in place.
Tangler / web gun
Strand-launching restraint weapon.
Grav-net
Localized gravity well in mesh form.
Stun baton
Contact electroshock melee.
Shock prod
Reach-extension electroshock pole.
Shock gauntlets
Worn melee shock weapons.
Capture rifle
Fires a tracking restraint round.
Pacification gas projector
Sedative aerosol launcher.
Melee, energy and exotic
| Name | Damage | Range | Traits | Weight | Cost |
|---|---|---|---|---|---|
| Plasma blade | 2d8 fire | -- | Cell-Fed, Finesse; Vex | 3 lb. | -tbd- |
| Energy-tip polearm | 2d6 lightning | -- | Cell-Fed, Heavy, Reach, Two-Handed; Topple | 6 lb. | -tbd- |
| Powered gauntlet | 2d8 bludgeoning | -- | Heavy, Special (crushing energized strike; not a standard weapon -- requires Powered Armor proficiency or STR 17); Push | 8 lb. | -tbd- |
| Powered claw | 2d6 slashing | -- | Finesse, Heavy, Special (rending; not a standard weapon -- as Powered gauntlet); Graze | 5 lb. | -tbd- |
| Chain-edge blade | 1d10 slashing | -- | Two-Handed; Cleave | 6 lb. | -tbd- |
| Chain-edge axe | 2d6 slashing | -- | Heavy, Two-Handed; Cleave | 8 lb. | -tbd- |
| Monomolecular sword | 2d6 slashing | -- | Finesse; Graze | 3 lb. | -tbd- |
| Monofilament whip | 1d12 slashing | -- | Finesse, Reach; Slow | 2 lb. | -tbd- |
| Powered maul | 2d8 bludgeoning | -- | Heavy, Two-Handed; Topple | 14 lb. | -tbd- |
| Shock hammer | 2d6 lightning | -- | Heavy, Two-Handed, Special (on hit CON save DC 14 or Stunned until end of next turn); Topple | 10 lb. | -tbd- |
| Fang knife | 1d6 piercing | 20/60 | Finesse, Light, Thrown; Nick | 1 lb. | -tbd- |
| Vibroblade | 1d8 piercing | -- | Finesse, Light; Nick | 2 lb. | -tbd- |
| Vibrosword | 1d10 piercing | -- | Finesse; Vex | 3 lb. | -tbd- |
| Vibrostaff | 1d10 piercing | -- | Finesse, Versatile (1d12), Two-Handed; Sap | 5 lb. | -tbd- |
| Skull-drill drone | 2d8 piercing | Special | Special (not a thrown weapon; latches onto a skull and drills; target must succeed STR save DC 15 or the drone attaches; attached drone deals 2d8 piercing at start of target's turn until destroyed (10 HP, AC 13) or forcibly removed as an action) | 1 lb. | -tbd- |
Plasma blade
Energy sword. Cuts most materials at the blade plane.
Energy-tip polearm
Pole arm with active-energy tip. Reach weapon.
Powered gauntlet
Powered gauntlet. Energized strike.
Powered claw
Powered talon-set. Rending strike.
Chain-edge blade
Motorized chain-edge blade. Cleaves and grinds.
Chain-edge axe
Heavy chain-edge axe.
Monomolecular sword
Single-molecule cutting edge. Strikes through most materials.
Monofilament whip
Length of monomolecular filament. Lethal at full extension.
Powered maul
Powered impact club. Concussive strike.
Shock hammer
Two-handed power weapon. Stunning crash on hit.
Fang knife
Biological blade carved from a creature's tooth. Local tradition only.
Vibroblade
Vibrating-edge knife. Cuts through hide and light armor.
Vibrosword
Vibrating-edge sword.
Vibrostaff
Vibrating-edge pole arm.
Skull-drill drone
Latches onto a skull and drills through.
Strange and one-off classics
| Name | Damage | Range | Traits | Weight | Cost |
|---|---|---|---|---|---|
| Disintegrator ray | 2d8 force | 30/120 | Ammunition (Energy), Cell-Fed, Heavy, Two-Handed; Slow | 10 lb. | -tbd- |
| Shrink ray | 0 damage | 30/120 | Ammunition (Energy), Cell-Fed, Special (CON save DC 14 or target is reduced to Tiny size for 1 minute; repeats save at end of each turn); Slow | 7 lb. | -tbd- |
| Growth ray | 0 damage | 30/120 | Ammunition (Energy), Cell-Fed, Special (CON save DC 14 or target is enlarged to Large size for 1 minute; gains +1d4 on STR checks and saves); Slow | 7 lb. | -tbd- |
| Aging ray | 1d6 necrotic | 30/120 | Ammunition (Energy), Cell-Fed, Special (on hit, target makes CON save DC 14 or gains one level of Exhaustion); Slow | 8 lb. | -tbd- |
| De-aging beam | 0 damage | 30/120 | Ammunition (Energy), Cell-Fed, Special (reverses biological age temporarily; CON save DC 13 or subject loses access to highest-level class features for 1 hour); Slow | 8 lb. | -tbd- |
| Petrify ray | 0 damage | 30/120 | Ammunition (Energy), Cell-Fed, Charge-Up, Special (CON save DC 15 or target is Restrained; repeat save at end of each turn; on third failure target is Petrified for 24 hours); Slow | 9 lb. | -tbd- |
| Polymorph beam | 0 damage | 30/120 | Ammunition (Energy), Cell-Fed, Charge-Up, Special (WIS save DC 14 or target polymorphs into a Small or smaller beast for 1 hour; CON check DC 12 at end of each minute to maintain); Slow | 9 lb. | -tbd- |
| Devolution gun | 1d6 necrotic | 30/120 | Ammunition (Energy), Cell-Fed, Unstable, Special (hit target makes CON save DC 14 or loses one racial trait or class feature for 1 hour); Sap | 8 lb. | -tbd- |
| Sleep ray | 0 damage | 30/120 | Ammunition (Energy), Cell-Fed, Special (wide-spectrum sedation; CON save DC 14 or Unconscious for 1 hour; awakens if takes damage) | 6 lb. | -tbd- |
| Doomsday device | narrative scale | narrative scale | narrative scale | narrative scale | -tbd- |
| Biosphere charge | narrative scale | narrative scale | narrative scale | narrative scale | -tbd- |
| Capital charge cannon | narrative scale | narrative scale | narrative scale | narrative scale | -tbd- |
| Orbital beam weapon | narrative scale | narrative scale | narrative scale | narrative scale | -tbd- |
| Orbital sterilizer | narrative scale | narrative scale | narrative scale | narrative scale | -tbd- |
| Black-hole bomb | narrative scale | narrative scale | narrative scale | narrative scale | -tbd- |
| Time-stop charge | 0 damage | placed | Special (halts time within 10 ft. radius for 1d4 rounds; everything in radius is frozen; nothing can enter or leave the bubble) | 2 lb. | -tbd- |
Disintegrator ray
Reduces matter to dust at the focus point.
Shrink ray
Temporarily reduces target's size.
Growth ray
Temporarily increases target's size.
Aging ray
Accelerates a target's biological clock.
De-aging beam
Reverses a target's biological clock.
Petrify ray
Converts living tissue to stone-like material.
Polymorph beam
Reshapes target into another form, with chance of reversion.
Devolution gun
Reverts a target along its evolutionary lineage.
Sleep ray
Wide-spectrum sedative projector.
Doomsday device
Planet-scale strategic weapon. Recovered as ruin, not used.
Biosphere charge
Terraforming charge. Weaponized as area effect.
Capital charge cannon
Spinal capital weapon. Single-shot, multi-cycle charge.
Orbital beam weapon
Orbital-scale beam weapon.
Orbital sterilizer
Orbital ring weapon. Sterilization-class.
Black-hole bomb
Singularity bomblet. Contained briefly, then released.
Time-stop charge
Halts time within a small radius for a short interval.
Armor and shields
Armor improves survival but may change how you move, sneak, or channel. A character may equip one armor set and one shield at a time unless a rule says otherwise. Screens, Fields, and detection-defense gear (ECM, Faraday cowls, refractive cloaks) are worn separately and stack with armor and shields.
Defense in the Lethean Age comes from five different worlds at once:
- Historical and contemporary. Steel, plate, kevlar, riot panels. The understood things.
- Peak-era manufacture. Nanite weaves, adaptive plate, hardlight devices. Crafted before the Forgetting.
- Bio-engineered. Symbiont skins, chitin, grown bone. The fruit of the Upvolving.
- Pre-collapse field tech. Screens (Wind-keyed barriers), Fields (cell-powered barriers), ECM units, Faraday cowls. Both Screen and Field types require maintenance and power of different kinds.
- Salvage and improvised. Mirror-coated stillcoats, cargo-cult festival plate built over buried relics. The work of people who needed to live.
A salvage mirror coat and a peak-era polarized panel may be mechanically identical. Provenance is flavor. Use it for the story; rely on the table for the table.
The numbers below are first-pass calibration drafts. AC, charge counts, and regen rates will tighten once the weapon roster is finalized and the early encounters playtest in.
Damage categories
For armor purposes, the canonical damage types (Book 5, §damage-types) group into player-readable categories. Resistance halves incoming damage in a category. Vulnerability doubles it.
| Category | Damage types it covers |
|---|---|
| Kinetic | Bludgeoning, piercing, slashing. |
| Energy | Fire, cold, lightning, force. Covers laser, plasma, and disintegrator effects. |
| Sonic | Thunder. |
| Chem/Bio | Acid, poison, mutagen. |
| Radiation | Radiation. |
| Psionic | Psychic, necrotic. |
Detection is not a damage category. It is a separate axis: some gear makes you harder to scan, target, or track even when nothing has hit you yet.
Defense mechanisms
Every armor entry advertises one or two mechanisms in addition to its Base AC. Mechanisms describe what the armor is good against; they do not change Base AC.
| Mechanism | Effect |
|---|---|
| Plate | Resist Kinetic. |
| Ablative | Carries N charges per encounter. Spend 1 as a reaction to negate one Energy hit. Charges restore on a long rest. |
| Reactive | One or two single-use panels per encounter. The first Kinetic hit dealing damage above the listed threshold is halved; the panel is then spent until repaired. |
| Polarized | Resist Energy from coherent-light sources (laser, directed photonic). Normal damage from plasma, fire, cold, lightning. |
| Spaced | Resist high-velocity Kinetic (firearms, launched ordnance). Normal damage from melee Kinetic. |
| Adaptive | After taking N hits of the same damage category in an encounter, Resist that category for the rest of the encounter. |
| Bio-symbiont | Regenerate X HP at the end of each of your turns while above 0 HP. Requires feeding on a long rest. Vulnerable to Chem/Bio. |
| Sealed | Resist Chem/Bio and Radiation. Permits operation in miasma-dead zones and irradiated terrain without environmental CON saves. |
| Faraday | Resist Psionic. Disadvantage on opposed scrying, miasma-read, and targeting checks made against the wearer. |
| ECM-lined | Passive. The first ranged attack against you each round from a seeker, missile, or guided weapon has disadvantage. Uses no power. |
| Augmetic shock plate | Cyborg only. A subdermal HP pool of X points absorbs damage before your HP. Refills on a long rest. |
A mechanism appears in an armor's slot list at most once. A second copy extends parameters (more charges, higher N) without stacking the effect.
The mirrored stillcoat is real. So is the concrete fence post. A polarized panel may shrug off a laser and then crack under the same fence post a moment later.
Weight tiers
| Tier | Base AC | DEX cap | STR floor | Stealth | Channeling | Feature slots |
|---|---|---|---|---|---|---|
| Light | 11-12 + DEX | none | none | none | full | 0-1 |
| Medium | 13-15 + DEX | max +2 | varies | some entries impose disadvantage | partial | 1-2 |
| Heavy | 16-18 | no DEX bonus | varies | disadvantage | restricted | 2-3 |
| Powered | special | special | overridden by suit | disadvantage | restricted | see below |
Armor and channeling
Some classes care deeply about armor. Furyborn rely on miasma surge through unarmored tissue and lose their core feature if armored beyond Light without a class option. Unfettered need an open body conduit and the freedom of motion that Heavy or Powered armor takes away. Sage and Mage can wear Medium without penalty but pay if they take Heavy. Sworn and Fighter expect Heavy as default. Read the class chapter (04-classes.md) before you spend hard-found plate on a character who cannot use it.
Mechanism-by-mechanism, the rule is simpler than it sounds. Plate, Ablative, Reactive, Polarized, Spaced, and Sealed do not interfere with channeling beyond what the weight tier already imposes. Bio-symbiont, Faraday, and Augmetic shock plate do not interfere either. Adaptive and ECM-lined operate on nanite-mediated state and can flicker in dead zones; consider them unreliable when the Wind is gone.
Scarcity: market tiers and upkeep
Two things govern whether a character can actually field a piece of armor: where they can routinely buy or repair it, and what keeping it working costs between sessions. Provenance (the historical flavor tag) is a separate question and does not constrain availability.
Market Tier (T1-T5). Each armor entry lists the tier at which it is routinely available. A character at a lower tier can still find higher-tier items as ruin loot from old-world wrecks, Fallen Redoubts, and deep strata. The constraint is market access, not item existence. A wanderer who scavenges Combat Power Armor wears it until the cells run dry; the next step is finding a hold that will sell cells.
| Tier | Culture | Routinely available | Out of reach |
|---|---|---|---|
| T1 | Wanderer: nomads, caravans, lone scouts | Leather, scrap-stitched, salvaged steel, wood-and-bone shields | Anything powered, anything needing a workshop |
| T2 | Freehold: settled, basic salvage, weak or no Lattice | Plate carriers, mesh weave, riot improvisations, common cells in trickle | Working cells in volume, nanite tuning, hardlight |
| T3 | Lattice Hold: Carehold, Stronghold, Highhold with working Lattice | Ballistic nylon, riot gear, refurbished cells, ablative refills, sealed environmental suits, Live Seeds | Power-armor manufacturing, hardlight, threshold-grade Screens |
| T4 | Foundry Hold: rare. Everett-scale verdant glass economies, active peak-era manufacturing | Power-armor parts, hardlight bucklers, adaptive nanite weave, Live Slates, ECM units in volume | Flying suits, Vril-grade tech |
| T5 | Redoubt: active Vril-ya holdouts, almost never trade outward | Screens (all variants), Fields (all variants), flying suits, the real peak-era kit | -- |
Upkeep. Each armor entry lists one upkeep tag indicating the most demanding maintenance burden among its mechanisms. Base AC and Self- sustaining mechanisms continue to function even when other upkeep fails; only the mechanism requiring upkeep goes inert. A powered armor with a depleted cell still has its plate; a Lattice-tied weave in a dead zone still has whatever it is sewn into.
| Upkeep | What the wearer owes between sessions |
|---|---|
| Self-sustaining | Nothing routine. Repair when damaged, otherwise wear it. |
| Powered | A steady supply of cells or refill charges. Inert without supply. |
| Lattice-tied | Ambient miasma and occasional tuning by a Cultivator or equivalent. Flickers in dead zones. |
| Bio-bonded | Feeding and care on a long rest. Some armors will not transfer to another wearer. |
| Glass-dependent | A Live Seed or Slate kept healthy. Loses function if the glass burns out or is removed. |
The pairing of Tier and Upkeep is what makes scarcity interesting at the table. A wanderer in salvaged Combat Power Armor is the campaign hook for finding a Foundry Hold; a Lattice Hold's smith who can repair the suit but will not sell cells is the next negotiation; a Bio-bonded shifter whose symbiont skin will starve in a dead zone is the reason the party turns back.
Light armor (sample)
| Name | AC | Mechanism | Provenance | Tier | Upkeep | Notes |
|---|---|---|---|---|---|---|
| Scrap leathers | 11 + DEX | -- | Salvage | T1 | Self-sustaining | The basic. Anyone can stitch one. |
| Quilted gambeson | 11 + DEX | -- | Historical | T1 | Self-sustaining | Thick layered padding, hand-stitched. Soft armor; will not turn an arrow alone. Disadvantage on Stealth. |
| Trail cuirass | 11 + DEX | -- | Historical | T1 | Self-sustaining | A worked cuirass and pauldrons over trail clothing. Settled-smith work, a step up from scrap. |
| Studded cuirass | 12 + DEX | -- | Historical | T2 | Self-sustaining | A reinforced cuirass with close-set rivets or studs. Tougher than the scrap it began as. |
| Mesh weave | 12 + DEX | Plate | Old-world | T2 | Self-sustaining | Layered ballistic fiber, common enough to trade. |
| Reflective coat | 11 + DEX | Polarized | Salvage | T2 | Self-sustaining | Long coat lined with old optical film. Sparkles in line of sight. |
| Symbiont skin | 12 + DEX | Bio-symbiont (regen 1) | Bio-engineered | T3 | Bio-bonded | The skin feeds on you while you sleep. Some wearers feed it back. |
| Recapture suit | 11 + DEX | Sealed | Old-world | T2 | Self-sustaining | Hood, mask, recapture lining. Standard kit for dead-zone runs. |
| Lightweave robe | 11 + DEX | Faraday | Old-world | T3 | Self-sustaining | A signal-shielded inner layer worn under other clothing. Quiet. |
Medium armor (sample)
| Name | AC | Mechanism | Provenance | Tier | Upkeep | Notes |
|---|---|---|---|---|---|---|
| Wanderer coat | 12 + DEX (max +2) | -- | Historical | T1 | Self-sustaining | A layered coat sized for rough country. The wanderer's first upgrade past raw scrap. |
| Mail shirt | 13 + DEX (max +2) | Plate | Historical | T2 | Self-sustaining | A short mail coat worn under outer layers. The rings rub quietly against the inner lining. |
| Scaled coat | 14 + DEX (max +2) | Plate | Historical | T2 | Self-sustaining | Overlapping scales sewn to a stiff backing. Disadvantage on Stealth. |
| Forge cuirass | 14 + DEX (max +2) | Plate | Historical | T2 | Self-sustaining | A fitted plate chestpiece worn over softs. Settled-smith work; a real investment for a freeholder. |
| Forge half-plate | 15 + DEX (max +2) | Plate | Historical | T3 | Self-sustaining | Shaped plates over a soft suit, with simple greaves below. Workshop work; the wearer announces their hold. Disadvantage on Stealth. |
| Plate carrier | 14 + DEX (max +2) | Plate | Old-world | T2 | Self-sustaining | The standard heavy vest of the old militaries. Plates ride in a soft carrier. |
| Layered Whipple vest | 13 + DEX (max +2) | Spaced | Peak-era | T3 | Self-sustaining | A cage of standoff plates under the outer shell. Strange to look at. |
| Ablative jacket | 13 + DEX (max +2) | Ablative (3 charges) | Old-world | T3 | Powered | Three sacrificial pads at chest, shoulders, and back. Each pad blackens and flakes when it eats a beam. Refills are workshop work. |
| Adaptive harness | 14 + DEX (max +2) | Adaptive (N=2) | Peak-era | T4 | Lattice-tied | A nanite weave that learns the day's wolves. Useless in dead zones. |
| Mirrored breastplate | 14 + DEX (max +2) | Polarized | Salvage | T2 | Self-sustaining | A salvaged optical panel set into a leather carrier. The seam shows. |
| Sealed environmental suit | 13 + DEX (max +2) | Sealed + Faraday | Old-world | T3 | Self-sustaining | Two slots used. Operates in irradiated hexes; the Sage cannot read you through it. |
Heavy armor (sample)
| Name | AC | Mechanism | Provenance | Tier | Upkeep | Notes |
|---|---|---|---|---|---|---|
| Ringed coat | 14 | Plate | Historical | T2 | Self-sustaining | A heavy coat sewn with ring reinforcement. Cheap and obvious; worn by those who cannot afford better. Disadvantage on Stealth. |
| Mail hauberk | 16 | Plate | Historical | T2 | Self-sustaining | A full mail coat over quilted padding. Hold-militia standard. STR 13 to wear without speed penalty. Disadvantage on Stealth. |
| Strip plate | 17 | Plate | Historical | T3 | Self-sustaining | Narrow vertical plates riveted to a backing, mail at the joints. Surface-foundry work. STR 15. Disadvantage on Stealth. |
| Hold plate | 18 | Plate | Historical | T3 | Self-sustaining | A full plate harness with helmet, greaves, and gauntlets. A statement as much as a defense; the wearer is whoever a hold has chosen to put in it. STR 15. Disadvantage on Stealth. |
| Riot plate | 17 | Plate + Reactive (2 panels, T=8) | Old-world | T3 | Powered | Two reactive plates at the shoulders. They go off loud. Panel replacement is workshop work. |
| Pre-collapse battle plate | 18 | Plate + Ablative (4 charges) | Peak-era | T4 | Powered | A full hardshell with ablative gel between layers. Rare enough that wearing one is a statement. |
| Lattice-woven heavy | 17 | Adaptive (N=2) + Plate | Peak-era | T4 | Lattice-tied | A heavy that thinks. Three turns into a fight, the wolves stop hurting it. |
| Bone-grown plate | 16 | Bio-symbiont (regen 2) + Plate | Bio-engineered | T3 | Bio-bonded | A Bloodborn craft. Grown to the wearer; cannot be passed to another. |
| Storm plate | 17 | Plate + ECM-lined | Old-world | T3 | Self-sustaining | A refit. A folded antenna runs along the spine. ECM-lined is passive. |
| Cargo-cult festival armor | 16 | Ablative (2) + Faraday + Adaptive (N=2) | Salvage | T2 | Lattice-tied | A grab-bag of working relics dressed in painted shells and ribbons. The Worldmaster decides what is real about it and what is decoration. |
Powered armor
Powered armor is a fourth tier with its own rules. It is worn, not driven, and is not a vehicle.
- Suit HP. The suit has its own HP pool, tracked separately. Damage taken while suited applies to suit HP first. When the suit reaches 0, it is breached and further damage applies to the operator.
- STR floor. Wearing the suit sets the operator's effective STR to the suit's listed floor for carry, encumbrance, and melee damage if the operator's STR is lower.
- Encumbrance. Armor encumbrance from the suit's mass is ignored.
- Mounts. The suit has one built-in weapon mount and one accessory mount (ECM unit, search light, claw, breaching ram, or similar).
- Power. Drains 1 cell per round in combat and 1 cell per hour out of combat. At 0 cells the suit is depowered: disadvantage on all physical ability checks and attacks, speed halved, and doffing takes 1 minute.
- Donning and doffing. 3 turns in combat, or 1 minute out of combat.
- Proficiency. Requires Powered Armor proficiency, distinct from Heavy Armor proficiency.
- Channeling. Restricted, as Heavy.
- Feature slots. 3, plus the weapon and accessory mounts.
Suit HP is repaired with a Repair Kit outside combat.
| Suit | Suit HP | AC | STR floor | Provenance | Tier | Upkeep | Notes |
|---|---|---|---|---|---|---|---|
| Light Exoskeleton | 15 | 14 | 13 | Old-world | T3 | Powered | Mobility frame. Worn under fatigues. Carries one mount. |
| Combat Power Armor | 30 | 17 | 15 | Peak-era | T4 | Powered | Frontline. Heavier suits exist in stories. |
| Heavy Walker | 50 | 18 | 17 | Peak-era | T4 | Powered | Slower than a person. Will not fit through ordinary doors. Vehicle-adjacent. |
Shields
A shield occupies the off-hand. A character may equip one shield in addition to armor unless the shield's description says otherwise.
| Shield | AC | Tier | Upkeep | Notes |
|---|---|---|---|---|
| Buckler / standard | +2 | T1 | Self-sustaining | Mundane. |
| Tower | +3 | T2 | Self-sustaining | Movement reduced by 5 ft. Once per turn, an adjacent ally gains half-cover until the start of your next turn. |
| Riot / ballistic | +2 vs. Kinetic only | T2 | Self-sustaining | Sealed mechanism slot occupied. Normal AC vs. other categories. |
| Hardlight buckler | +2 | T4 | Powered | Once per round, negate the damage of one hit that would otherwise hit. Drains 1 cell per round of active use. |
| ECM shield rig | +1 | T3 | Powered | Carries the ECM-lined mechanism. Drains 1 cell per round of active use. |
Screens
A Screen is a worn Lattice device keyed to the ambient Wind. It stacks with worn armor, shields, Fields, and detection-defense gear.
Most Screens look like a thickened bracer, a ribbed plate at the sternum, or an oversized belt clasp. You cannot see the barrier they project. You notice it when something hits you and the hurt does not arrive as expected.
How a Screen works
Every generator is keyed to one or more Wind colors. The six spectrum colors (Red, Orange, Yellow, Green, Blue, Violet) cover most generators recovered from old-world ruins. The two extremes -- Black and White -- appear only in pieces taken from deep Redoubts and Vril-ya installations.
When worn, the generator draws from the ambient Wind in its keyed colors and holds a pool of Field Points (FP) that absorb incoming damage before the bearer's own HP are touched. The size of that pool is the Wind level for the generator's keyed color multiplied by the generator's resonance rating -- or, for a multi-color generator, the sum of Wind levels across all keyed colors multiplied by the resonance rating.
Most generators have a resonance rating of 1. A Red-keyed generator at rating 1, in a location where Red Wind is at 5, holds 5 FP. A rating-3 generator in the same location holds 15. Exceptional generators at rating 2 or 3 exist; finding one is the kind of occasion a party remembers.
When the Wind level changes, the field's maximum changes with it. A field holding 4 FP when the Wind for its color drops from 5 to 3 immediately loses the 2 points the Wind no longer supports.
Mechanism resistances on worn armor apply to any damage that reaches the bearer -- whether because the field was depleted, because the attack bypassed the field, or because the generator has stopped cycling.
Depletion and the depletion baseline
When a field is reduced to 0 FP, it is depleted. The generator records the Wind level at that moment as the depletion baseline for each of its keyed colors. Until the field completes a full recovery cycle, the FP available is limited to the amount by which the current Wind exceeds that baseline.
A field depleted when Red Wind was at 2, now in a location where Red Wind has risen to 5, holds 3 FP -- the 3 points above the baseline. If the Wind falls back to 2, the field holds nothing. If it rises to 6, the field holds 4. The baseline only resets when the field completes its cycle.
Waiting for the Wind to rise does not restore a depleted field to full strength. Only the cycle can do that.
Cycle
Every generator has a cycle: the interval at which it fully recovers, resets its depletion baseline to zero, and refills to the current Wind maximum.
| Cycle | When the field fully recovers |
|---|---|
| Round-cycle | End of each round. |
| Minute-cycle | After 1 minute (10 rounds). |
| Hour-cycle | After 1 hour. |
| Short-cycle | On a short rest. |
| Long-cycle | On a long rest. |
A round-cycle field is aggressive protection -- it catches up quickly but must be managed. A long-cycle field is a commitment: durable across a sustained engagement, but once depleted, the bearer lives on the depletion baseline until the next full rest.
Burnout
Some generators carry the Burnout trait. A Burnout generator that absorbs a single hit equal to or greater than twice its current maximum FP overloads. The device stops cycling entirely and provides no protection until the bearer makes a successful Tools check to restart it. The DC is set by the device's quality.
Burnout risk scales with Wind. When Red Wind is at 1, a rating-1 Red generator's maximum is 1 FP -- a single hit of 2 burns it out. When Red Wind is at 6, the same device requires a hit of 12 before overload is a risk. Deploying a Burnout generator when its Wind color runs low is a gamble on how much the next hit weighs.
Generators without the Burnout trait are built to a higher tolerance and cannot overload regardless of damage absorbed.
Reserve
Some generators carry the Reserve trait at a listed level. A Reserve generator is immune to Burnout.
When a Reserve generator is depleted, it does not stay at zero. At the end of the initiative turn on which the field was depleted, it restores to its Reserve level -- provided Reserve has not already fired this cycle. Reserve fires once per cycle. After it fires, a second depletion before the cycle completes leaves the bearer unprotected until the cycle resets.
The Reserve level does not scale with Wind. Reserve-5 always restores to 5, regardless of the current Wind level for the keyed color. That fixed floor is most valuable in locations where the matched Wind color runs weak -- the field delivers consistent protection that Wind-based math cannot.
Multi-color fields
A generator keyed to more than one color draws FP from each color separately and pools them additively. A Blue/Green generator in a location where Blue Wind is at 6 and Green Wind is at 3 holds 9 FP. That pool absorbs incoming damage from any source, regardless of category.
Multi-color generators cover Wind fluctuations that would leave a single-color generator exposed. A generator drawing from all six spectrum colors retains substantial coverage even when one or two colors drop. They are correspondingly rare and do not appear in ordinary trade.
A multi-color generator requires no minimum across all its keyed colors. It functions wherever at least one keyed color has a Wind level above zero. Colors at zero simply contribute nothing to the pool; the generator does not shut down because of them.
Black fields
Black fields are recovered artifacts, not traded goods. They draw from all six spectrum colors plus the Black spectrum -- seven keyed colors. The Black spectrum runs deep and irregularly, strongest near Fallen Redoubts and at sites whose Wind profile resists ordinary mapping. A Black field functions wherever at least one of its seven colors shows any Wind at all.
A Black field carries a listed number of autonomous responses per round. When the field is depleted, the generator detects the collapse and restores the field on its own -- without consuming any of the bearer's actions, bonus actions, or reactions. The field returns to its current maximum. A generator with 2 autonomous responses can do this twice per round in addition to its normal cycle behavior.
In a sustained engagement, a Black field with multiple autonomous responses behaves as though it cannot be removed from the fight. The field keeps coming back. The engineering behind this is not understood by anyone alive.
White fields
White fields draw from all six spectrum colors plus the White spectrum -- seven keyed colors. Like a Black field, a White field functions wherever at least one of its seven colors shows any Wind at all.
White fields carry a listed resonance return DC. When an attacker inflicts damage that the White field absorbs, the field resonates the disruption back. The attacker must make a DEX saving throw against the listed DC. On a failure, the attacker takes Force damage equal to half the damage they inflicted on the field.
No action from the bearer is required. The return is a property of how the White-spectrum channel responds to a disruption -- the same way a struck wire vibrates back. The attacker struck the field; the field answered.
Field Points, stacking, and absorption order
The protection a Screen or Field provides is measured in Field Points (FP), not Temporary Hit Points. Each worn Screen or Field maintains its own independent FP pool. Wearing a Red Screen alongside a Green Screen gives you two separate pools -- damage that depletes one does not affect the other. Each device tracks its own Burnout state, Reserve state, and Cycle timer independently.
When you take damage, absorption follows this order:
- Field Points -- your FP pools, depleted in an order you declare when you equip the devices. All FP pools are active simultaneously.
- Temporary Hit Points -- HP from abilities, traits, and other non-device sources. Only the highest single grant of Temp HP is active at a time (the keep-highest rule).
- Hit Points
Field Points and Temporary Hit Points are independent. A Red Screen that depletes does not reduce your Temp HP; a Temp HP grant from a Tradent encouragement does not interact with any Screen or Field pool.
Sample Screens
| Screen | Color(s) | Rating | Cycle | Traits | Tier | Notes |
|---|---|---|---|---|---|---|
| Salvage wind-plate | Red | 1 | Long-cycle | Burnout | T2 | Common scavenge. Effective where Red runs high. A liability when it drops. |
| Hold field bracer | Green | 1 | Short-cycle | Burnout | T3 | Standard kit for a settled hold's guard. Recovers between fights. |
| Garrison field band | Blue | 1 | Hour-cycle | -- | T4 | Military-grade. No Burnout trait. Built to a higher tolerance. |
| Reserve clasp | Violet | 1 | Short-cycle | Reserve-5 | T4 | Restores to 5 FP at end of the depletion turn, once per cycle. Immune to Burnout. |
| Three-spectrum harness | Red / Orange / Yellow | 1 | Long-cycle | Burnout | T4 | Additive across three warm colors. Covers Wind fluctuation in charged terrain. |
| Full-spectrum array | All six | 1 | Long-cycle | -- | T5 | All six spectrum colors, additive. The kind of device a settlement builds a reputation around owning. |
| All six + Black | 1 | 2 autonomous responses / round | T5 | Seven keyed colors, additive. Recovery independent of the bearer's turn. Functions wherever any Wind color is above zero. | ||
| All six + White | 1 | Resonance return (DC -- TBD) | T5 | Seven keyed colors, additive. Force damage return on attacker DEX save failure. Functions wherever any Wind color is above zero. |
Fields
A Field is a worn device that projects a protective barrier from an internal cell. Unlike Screens, Fields do not draw from ambient Wind -- they draw from stored power. This makes them usable in miasma-dead zones and in locations where the needed Wind color does not run.
Bubble. At the start of each of the bearer's turns, gain X FP that absorb incoming damage of any category. If reduced to 0, the bubble breaches: no FP are generated on the bearer's next turn, and the Field remains breached until the generator recovers (N turns after combat ends, or one long rest, depending on the device). While active, the bearer has disadvantage on Stealth -- the field is faintly visible at close range. Drains 1 cell per round of active use.
Bias. A Bias Field generates X FP that absorb only one named damage category (Kinetic, Energy, Chem/Bio, or Radiation). A Bias generator may carry multiple category slots, switchable between encounters. Same breach and drain behavior as a Bubble.
Threshold variant. Some military-grade Bubbles also ignore any single hit dealing less than threshold T; this does not consume FP. Raider-grade Bias fields are flat soaks without threshold.
When a Field absorbs damage, mechanism resistances on worn armor still apply after the bubble breaches.
| Field | FP / turn | Variant | Tier | Upkeep | Notes |
|---|---|---|---|---|---|
| Raider bias field | 6 | One category, switchable between encounters | T2 | Powered | Recovers after the next combat ends. Common across raider bands. |
| Standard bubble | 10 | All categories | T4 | Powered | Recovers after a long rest. Faintly visible at close range. |
| Threshold bubble | 12 | All categories, ignores hits below T=4 | T4 | Powered | Recovers after a long rest. Worn by people who expect a fight. |
ECM and detection-defense gear
Standalone gear that defends against targeting, scanning, and tracking. Each item is worn or carried and stacks with armor, Screens, and Fields. Armor may also carry the ECM-lined or Faraday mechanisms as integrated alternatives.
| Item | Effect | Provenance | Tier | Upkeep |
|---|---|---|---|---|
| ECM unit | Active. The first incoming attack each round from a missile, seeker, or guided weapon has disadvantage. Counterable by counter-ECM. Drains 1 cell per round of active use. | Old-world / Peak-era | T3 | Powered |
| Faraday cowl | Passive. Resist Psionic. Disadvantage on opposed scrying, miasma-read, and targeting checks against the wearer. | Old-world | T2 | Self-sustaining |
| Refractive cloak | Passive. Ranged attacks against the wearer beyond 60 ft have disadvantage. | Peak-era / Salvage | T3 | Self-sustaining |
| Chaff dispenser | Consumable. As a reaction, dispense chaff. The next missile or seeker attack against you within 1 round automatically misses. Single use; restock at T2 or higher. | Old-world | T2 | Self-sustaining |
Ammunition
Ammunition is grouped by class rather than exact old-world caliber.
| Ammo class | Feeds |
|---|---|
| Arrow / Bolt | Bows and crossbows. |
| Small | Sidearms and light firearms. |
| Large | Rifles, shotguns, and heavy firearms. |
| Ordnance | Launchers and battlefield explosives. |
| Energy | Energy weapons and charge systems. |
Screen and Field piercing
Some weapons and ammunition are designed to bypass Screens and Fields. Where the bypass property lives depends on the weapon type.
Physical-projectile weapons (mechanical ranged, ballistic, kinetic) use piercing ammunition. The pierce colors are a property of the rounds, not the weapon; the same weapon can fire standard or piercing ammunition interchangeably.
Energy weapons carry pierce as a weapon property -- written as pierce:Red, pierce:Blue/Green, and so on. All shots from that weapon are treated as piercing the named color or colors, regardless of what cell or charge is loaded. This represents an emitter tuned to disrupt the named Wind-color resonance rather than be absorbed by it.
For Screens, the bypass rule is coverage: the named colors must cover every color the Screen is keyed to, or the Screen is fully effective. A pierce:Blue weapon against a Blue/Green Screen is resolved as though the weapon had no pierce property at all -- the Green layer is untouched and the Screen holds.
A Red-piercing round (or pierce:Red weapon) defeats a Red Screen. It does nothing against a Red/Green Screen. A Red/Green-piercing round defeats a Red/Green Screen but still fails against a Red/Green/Blue Screen. Coverage must be complete or the barrier stands.
Piercing (all) covers every color. It bypasses any Screen or Field regardless of color count or combination.
Color-specific piercing does not bypass cell-powered Fields. A Field draws from stored power, not from Wind resonance -- there is no color channel to disrupt. Only Piercing (all) can bypass a Field.
An attack that bypasses a Screen does not trigger a Burnout check. The Screen is not processing the impact; there is nothing to overload. Burnout checks apply only to hits that the Screen actually absorbs.
| Type | What it bypasses | Where it lives | Tier | Notes |
|---|---|---|---|---|
| Piercing (color-matched) | Any Screen whose keyed colors are a subset of the named colors | Ammo (physical) or weapon property (energy) | T3 | One type per color or combination. Specialist use. |
| Piercing (all) | Any Screen or Field, any color combination | Ammo (physical) or weapon property (energy) | T5 | Universal bypass. Rare and expensive. |
Attunement
Old-world ammunition was not universal. Two boxes of "small" ammunition may come from manufacturing traditions separated by ages.
The miasma can mediate between ammunition and weapon. Given roughly one hour, ambient miasma, and the right class of ammunition, the Miasm may reshape fit, propellant behavior, casing interface, connector geometry, or energy frequency.
Limits:
- Ammunition attunes only within its class.
- The miasma reshapes; it does not create mass from nothing.
- Miasma-dead zones prevent new attunement.
- Attuned ammunition may need another hour to re-attune to a different weapon.
This is why ammunition can function as field currency. It is portable, useful, and wanted by anyone who leaves the walls.
Restoration
Fitted ammunition fired from a weapon does not simply vanish. Most of it lands somewhere: in a target, in a wall, in the dirt. The Miasm can reforge spent rounds back to spec -- but only if the weapon they came from is present to serve as the template.
During a short rest, a character carrying a Fitted weapon at grade 0 or better may attempt Restoration. They gather what they can of the spent rounds, expose them to ambient Miasm alongside the weapon, and let the weapon's calibration signature guide the reshaping. The process consumes the rest. Half the Fitted ammo spent since the last Restoration is recovered and re-calibrated. The remainder is unrecoverable -- too fragmented, embedded in material, structurally failed, or simply gone.
Restoration has its own limits:
- The weapon must be at grade 0 or better. A corroded weapon has lost the precision tolerances the Miasm uses as its template. Restoration fails.
- Miasma-dead zones prevent Restoration entirely. No ambient Miasm, no reshaping.
- Restoration does not trigger grade degradation. The rounds are returning to the weapon they were already calibrated for; no new reshaping is involved.
Restoration does not apply to Cell-Fed weapons. Spent cells are consumed, not deformed -- there is nothing left to reforge.
Tools
Tools let characters solve problems without turning every scene into combat.
| Tool | Typical ability | Weight | Cost |
|---|---|---|---|
| Lockpick Set | DEX | -tbd- | -tbd- |
| Medical Kit | WIS | -tbd- | -tbd- |
| Repair Kit | INT | -tbd- | -tbd- |
| Signal Flare | None or WIS | -tbd- | -tbd- |
| Climbing Gear | DEX or STR | -tbd- | -tbd- |
| Hacking Rig | INT | -tbd- | -tbd- |
Lockpick Set
Bypass old security or simple locks.
Medical Kit
Treat injuries outside combat.
Repair Kit
Restore or stabilize equipment.
Signal Flare
Mark position or reveal nearby terrain.
Climbing Gear
Cross vertical or unstable terrain.
Hacking Rig
Interface with pre-apocalyptic systems.
Tool proficiency matters when the regulations call for it. In handbook play, the useful question is simple: did you bring the thing that makes your approach possible?
Toxins and antitoxins
Toxins overlay other delivery methods. They may be applied to weapons, ammunition, ordnance, or direct administration.
Common toxin families:
- Poison: chemical or biological harm.
- Radiation: hard energy and cellular damage.
- Mutagen: biological rewriting.
Common counters:
- Antivenom for poison.
- Rad-Purge for radiation.
- Stabilizer for mutagen exposure before it resolves.
Vehicles and mounts
Vehicles are old-world mechanical conveyances. Mounts are living creatures used for movement, cargo, and travel. Both can change what terrain the party can cross and how much risk they can carry.
Vehicles need repair and power. Mounts need food, rest, training, and trust.
Relics
A relic is valuable when someone can use it, demonstrate it, repair it, trade it, or learn from it. Mystery alone is not value. A device that hums but cannot be operated is a gamble. A device that purifies water changes a settlement's future.
When you find a relic, ask:
- What does it do?
- What does it need?
- Who can appraise it?
- Can ordinary people use it?
- Does it become dangerous if moved?
- Does it produce future value?
Currency and trade
The current regulations use Scrap as standard earned currency and Crystals as a premium resource. They are independent currencies with no direct exchange.
At the table, many settlements also barter in capability: ammunition, working cells, tools, medicine, beasts, safe routes, maps, salvage lots, and services. The Everett sandbox develops a richer local economy around power cells, ammunition, Verdant Glass, and productive relics. Use that material when the campaign is set in or near Everett, or when the World Master promotes those rules into broader canon.
Verdant Glass
Verdant Glass is the Everett working term for old glass, cards, slabs, and relic interfaces that can organize the miasma into repeatable output. A Live Seed that makes water, food, signal, or medical supply is wealth because it produces tomorrow's value.
Until promoted into the general handbook, Verdant Glass is local module
material. See rulebooks/gammago/everett/ for the current split documents.
Trade and The Law
The Law forbids breaking a trade freely made. That is what makes trade possible between beings who may not share origin, language, faction, or trust.
Fraud is not colorful bargaining. Selling Cold Glass as Warm Glass, hiding burnout, passing false cells, or lying about yield can put a trader outside the trusted market and, in some settlements, outside protection.