Single Petal Studios

Weapons List
Name | Cost (kDo) | Weight | AP | Damage | Damage Type | Charge | Trade | Trade (B) | Build Score |
|---|---|---|---|---|---|---|---|---|---|
Blaster, Bayonet M6Z | 12 | 0.2 | 4 / 6 | 1d4 | Light / Physical* | -- | Marksman | Mechanical Engineer | 10 |
Blaster, Heavy M7Z | 128 | 1 | 12 | 1 DHP | Light | 10 | Marksman | Mechanical Engineer | 17 |
Blaster, M6Z | 10 | 0.1 | 4 | 1d4 | Light | -- | Marksman | Mechanical Engineer | 10 |
Boomlance | 1000 | 3 | 6 | 1d6 | Physical / Thermal(Hot) | 50 | Fencer | Mechanical Engineer | 20 |
Bronze Knuckles | 2 | 0.3 | See Text | 1 | Physical | -- | Boxer | Smith | 10 |
Bronze Knuckles, Electric | 22 | 0.4 | 1* | 1 / 1d6 | Physical / Electric | 1 | Boxer | Electrical Engineer | 15 |
Burner, N6Z | 50 | 3 | 6 | 1d6 | Thermal(Hot) | 10 | Firefighter | Mechanical Engineer | 15 |
Dispersion Buckler | 20 | 2 | 3 | See Text | Physical | -- | Fencer | Mechanical Engineer | 10 |
Electric Hand Saw | 5 | 0.5 | 8* | 1d6 | Physical | -- | Woodworker | Mechanical Engineer | 12 |
Electroburner, N6Z | 100 | 1 | 6 | 1d8 | Electric | 10 | Firefighter | Electrical Engineer | 17 |
Electrowhip, Zeta | 100 | 0.5 | 4 | 1d6 | Electric | 1 | Rancher | Electrical Engineer | 19 |
Injector Gun | 10 | 0.2 | 6 | See Text | None | -- | Emergency Medic | Biomedical Engineer | 15 |
Knife | 1 | 0.1 | 4 | 1d4 | Physical | -- | Chef | Smith | 11 |
Mirror Blade | 100 | 5 | 4 | 1d6 | Physical | -- | Fencer | Smith | 20 |
NitroGun | 80 | 5 | 6 | 1d10 | Thermal(Cold) | 10 | Marksman | Mechanical Engineer | 17 |
Riot Shield | 10 | 6 | 6 | 1d2 | Physical | -- | Riot Officer | Smith | 8 |
Thermal Ram | 100 | 20 | 24 | 1 DHP | Thermal(Hot) | 5 | Riot Officer | Mechanical Engineer | 16 |
Whip | 5 | 1 | 6 | 1d4 | Physical | -- | Rancher | Rancher | 12 |
Blaster, Bayonet M6Z
Weapon Tags:
Ranged
This normal M6Z Blaster comes with a melee blade that allows for the wielder to attack targets in an adjacent square. Attacks may be made with the melee weapon affixed to the blaster, this melee attack requires six (6) AP and utilizes a Trade(Fencer) Roll. The melee weapon affixed to this blaster may not be used to parry attacks.
Blaster, Heavy M7Z
Weapon Tags:
Ranged, Burst
This heavy weapon is highly effective in dealing damage to armored targets. On a successful attack roll, this blaster deals one (1) DHP damage. This weapon consumes ten (10) charges of an Energy Core per shot.
Blaster, M6Z
Weapon Tags:
Ranged, Melee
The proprietary Blaster M6Z is the standard weapon of the galaxy. Valued for its cost, ease of use, and lack of Energy Core consumption, the Blaster M6Z is carried by nearly every crew member in the galaxy.
Boomlance
Weapon Tags:
Ranged, Extended(2), Rigid
This heavy lance functions as an extended melee weapon with two (2) meter reach. This weapon normally deals 1d6 physical damage.
By spending one (1) additional AP while making an attack, a character wielding this weapon can make a charging attack instead. This attack deals an additional 1d6 Thermal(Hot) damage and also moves the attacker three (3) squares in the direction of attack (moving past the square of the opponent). Attempting to parry this charge attack grants a minus three (-3) to the attack roll to parry.
Any additional opponent passed with the charging attack takes 1d6 Thermal(Hot) damage as well. They may make a special Reflexive Leap, with Difficulty equal to the attack roll, to avoid this damage.
Bronze Knuckles
Weapon Tags:
Melee, Unarmed
These simple bronze knuckles add one (1) physical damage to unarmed strikes made by the weilder.
Bronze Knuckles, Electric
Weapon Tags:
Melee, Unarmed
As Bronze Knuckle, except, by spending one (1) AP before making the attack roll, the user may choose to electrify the ends of the knuckles. On a successful attack, these knuckles add 1d6 Electric Damage to the damage roll. This Electric Bronze Knuckle uses one (1) charge per use.
Burner, N6Z
Weapon Tags:
Ranged, Cone, Burst
This heavy cylindrical weapon releases a three (3) meter pulse of flame in a forty-five-degree angle (45°) in front of the user. This does not require a Trade Roll as it does not require aiming. Characters caught in the cone take Thermal(hot) damage but may make a Reflexive Leap to reduce the damage. The Difficulty of this Reflexive Leap is equal to ten (10) plus the Trade(Firefighter) Ranks of the user. The N6Z Burner uses then (10) charges per use.
Dispersion Buckler
Weapon Tags:
Melee, Shield
The small round shield is made of a unique combination of materials that can disperse all damage types and provides a plus one (+1) bonus to Defense.
This buckler may be used by its user to parry attacks or make attacks. Attacks with this buckler deal damage equal to the users Strength Attribute Modifier.
This buckler is small enough that it provides minimal movement restrictions to its wearer. As a result, a character may wear the buckler and still utilize a one-handed weapon without taking any two-weapon fighting penalty. This benefit is lost if a character chooses to utilize the buckler as a weapon outside of the context of parrying.
Electric Hand Saw
Weapon Tags:
Melee
This one-handed power tool may be inappropriately used as a weapon. A successful hit with an electric handsaw deals damage as normal, but also results in continual damage to the target as the blade is running in the target.
Each cycle, on the attacking characters turn, the handsaw repeats its damage without an additional attack roll. The character wielding the handsaw may spend one (1) AP to let go of the saw trigger, preventing further damage, or may spend two (2) AP to remove the saw.
If the target is not grappled or pinned, they may simply move away, freeing themselves from further damage from the saw. Regardless of how the saw is removed, doing so results in the target receiving a stack of Open Wounds.
Electroburner, N6Z
Weapon Tags:
Ranged, Cone, Burst
This weapon functions identical to the N6Z Burner except it deals 1d8 electrical damage. An electroburner uses ten (10) charges per use.
Electrowhip, Zeta
Weapon Tags:
Melee, Extended(3), Whip
This weapon functions as a whip, except it does electrical damage instead of physical.
Injector Gun
Weapon Tags:
Ranged, Penalty
This ranged weapon allows characters to fire Injections at targets from a distance. By spending six (6) AP, a character can load an Injector Gun with any Injection. This weapon suffers a ranged penalty.
Special: Characters can willing choose to lower their Defense in order to facilitate their own injection. Their Defense may be lowered by three (3) plus their Dexterity Attribute Modifier.
Knife
Weapon Tags:
Melee, Pierce
This is a common, but sharp, kitchen knife.
Mirror Blade
Weapon Tags:
Melee, Mirror
This sword is made with a special metal that, when made properly, has faces that with incredibly high reflectivity. Mirror blades are painstakingly made to have maximize the number of faces they have while retaining a sharp edge.
When a successful parry against a ranged attack that deals light damage is made, the attack is reflected in a random direction. If the parry roll is six (6) higher than the attacker’s attack roll, the attack reflects directly back at the attacker. If the parry roll is higher than the attackers defense (the original attacker may parry this reflected attack), the attacker receives damage from their own attack.
NitroGun
Weapon Tags:
Ranged, Burst, Penalty
This thermal weapon shoots a special liquid-nitrogen filled capsule that bursts upon impact, dealing Thermal(Cold) damage. The NitroGun consumes ten (10) charges per use. This weapon suffers a ranged penalty.
Riot Shield
Weapon Tags:
Melee, Shield
This heavy shield is worn on one arm, which prevents a weapon from being wielded on that arm. A character with a Riot Shield may not wield a two-handed weapon or wield two weapons simultaneously. This shield is too cumbersome to effectively parry with, but it does increase a character’s defense by four (4).
Thermal Ram
Weapon Tags:
Siege
This Thermal Ram is primarily used to destroy walls and other bulky components.
The Thermal Ram is normally in the form of a backpack. By spending twenty-four (24) AP, the thermal ram can set up adjacent to a surface. An additional four (4) AP can be spent to turn the thermal ram on and off.
Each cycle the ram is on, it deals one (1) DHP to a 1x1 m segment of an adjacent wall. A smaller segment of wall can be destroyed if desired. Characters on the other side of the wall can see the damage being dealt to the wall. One the wall segment or door loses sufficient DHP, the breaks open allowing characters to pass through.
A thermal ram consumes twenty (20) charges each time it deals damage. However, up to four (4) Energy Cores may be stored in a Thermal Ram at any one time. Additionally, Energy Cores may be swapped out on a Thermal Ram as it is operating.
Whip
Weapon Tags:
Melee, Extended(3), Whip
This is a simple whip that can reach up to three (3) meters.