1. Notes

Gear: Weapons

This document features an overview of weapons for the campaign, with statistics and descriptions.

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Brawl Weapons

NAME
SKILL
DMG
CRIT
RANGE
ENC
HP
PRICE
RARITY
SPECIAL
Unarmed
Brawl
+ 0
5
Engaged
0
-
-
-
-
Snub Gauntlet Pair
Brawl
+ 2
3
Engaged
1
0
325
4
Disorient 3, Linked 1
Deflector Buckler
Brawl
+ 0
4
Engaged
1
1
250
4
Defensive 1, Deflection 1,
Vicious 1
Power-Shield
Brawl+ 0
4
Engaged
3
2
500
6
Defensive 2, Deflection 2,
Inaccurate 1, Knockdown 1

Unarmed

Shy of any other means to defend oneself, throwing a punch is always an option. A character's unarmed fighting statistics may vary depending on species, cybernetics, equipment, or similar.

Snub Gauntlet Pair

Coming in a pair and made of lightweight materials like lodinium microweave, snub gauntlets provide the wearer with added stopping power in hand-to-hand combat. Each gauntlet produces a constant kinetic charge that is amplified when it connects with a solid surface, producing a focused blast of kinetic energy.

Deflector Buckler

Discrete deflector cuffs produce a deflector buckler by generating a variable-frequency energy shield in a small circle, centered on the wearer's wrist. The shield can successfully deflect high-energy projectiles and beams, although it has a harder time stopping comparatively slow-moving attacks like those made with most melee weapons. The edge of the shield can also deliver nasty burns and gashes to those hit by it.

Power-Shield

The large and bulky big-brother of the deflector buckler, these shields hold a long legacy and still serve ceremonial purpose among some societies, including the Galdrunni. A power-shield comes paired with attachments for the wearer's arm and back, allowing for its shaped, reinforced metal construction to easily be equipped and unequipped. Pulse projectors on the front of the shield can be deployed to knock opponents away.

Melee Weapons

NAME
SKILL
DMG
CRIT
RANGE
ENC
HP
PRICE
RARITY
SPECIAL
Bio-Shiv
Melee
+ 1
3
Engaged
0
0
225
5
Pierce 2, Prepare 1
Collapsible Blade
Melee
+ 3
2
Engaged
2
1
350
2
Defensive 1, Prepare 1
Combat Knife
Melee
+ 1
3
Engaged
1
0
25
1
-
Combat Staff
Melee
+ 2
3
Engaged
3
0
100
1
Defensive 1, Disorient 3
Electric Truncheon
Melee
+ 2
3
Engaged
1
0
150
5
Disorient 3, Stun Damage
Razor Whip
Melee
+ 1
3
Short
1
0
290
7
Ensnare 1, Pierce 3, Unwieldy 3
Shudder Axe
Melee
+ 3
2
Engaged
4
3
750
5
Pierce 2, Sunder, Vicious 3
Shudder Blade
Melee
+ 2
2
Engaged
3
3
750
5
Pierce 2, Vicious 1, Defensive 1

Bio-Shiv

A bio-shiv is a thin, flexible polymer blade inlaid with the wearer's own generic material. Its creation involves the forming of a "sheath" somewhere on the wearer's body, where it appears as though it is an old, gnarly scar. While sheathed, the blades is flexible and undetectable to most scanners. Once drawn, it hardens into a sharp, thin knife after a brief period. The shiv can be "re-sheathed" by inserting it back into its pocket, though this is a painful process.

While sheathed, those searching for a bio-shiv add 3 Failures to the result of any check made to find it.

Collapsible Blade

A collapsible blade looks like an unassuming metallic cube when not in use. When it is deployed, the cube quickly unfolds into a short, serviceable blade with a basic hilt.

While the blade is collapsed, add 1 Setback to any checks made to find it on a person's body.

Combat Knife

A simple, basic knife suited for combat purposes.

Combat Staff

A reinforced and versatile staff, strong enough to block and deflect incoming strikes in a melee fight, as well as put an opponent off-balance and disorient them. These staves come in multiple forms and fashions, from a simple metal pole to a sharp pike, or equipped with a hook on one end to catch an opponent's limbs.

Wielding a combat staff requires at least two hands on the weapon.

Electric Truncheon

A nasty, ostensibly non-lethal weapon designed for crowd control. It looks inconspicuous at first, like any ordinary truncheon, though a button within easy reach of the wielder's grip causes the surface of its reinforced tip to course and crackle with electric currents.

Razor Whip

Made from a flexible, braided alloy with razor-sharp blades embedded within, a razor whip can be a deadly weapon in the hands of a trained combatant. It can entangle opponents and shred through armor, though it requires a great deal of coordination for the wielder not to harm themselves.

Shudder Axe

A massive, ruthlessly efficient axe equipped with what is colloquially known as shudder-tech; micromotors, vibrating components, or other similar techniques to make the weapon's blade considerably sharper and more dangerous than it otherwise would be.

Wielding a shudder axe requires at least two hands on the weapon.

Shudder Blade

A large, purpose-built sword equipped with what is colloquially known as shudder-tech; micromotors, vibrating components, or other similar techniques to make the weapon's blade considerably sharper and more dangerous than it otherwise would be.

Ranged (Light) Weapons

NAME
SKILL
DMG
CRIT
RANGE
ENC
HP
PRICE
RARITY
SPECIAL
Beam Pistol
Ranged (Light)
4
3
Medium
2
2
450
3
Pierce 2
Blazer Pistol
Ranged (Light)
7
3
Short
3
1
400
3
Inaccurate 1, Vicious 2
Holdout Pistol
Ranged (Light)
5
4
Short
1
1
200
4
-
Plasma PistolRanged (Light)
10
2
Medium
2
1
1,225
6
Burn 1, Slow-Firing 1
Pulse PistolRanged (Light)
5
3
Medium
1
1
325
3
Stun setting
Shot Pistol
Ranged (Light)
6
4
Short
1
2
275
1
-

Beam Pistol

A fairly common and accessible handheld weapon, providing an accurate means of offense at a relatively low cost. The high-energy beam it emits can slice through some armour, and its simple and intuitive use makes it a go-to sidearm for many individuals looking for personal protection, as well as for military forces.

Blazer Pistol
A compact, handheld laser weapon operating in the infrared spectrum. It is less discriminate but just as dangerous, often considered crude for how it expends its energy without any sort of tight beam focus. This makes it less effective against armour, but able to inflict catastrophic heat damage to exposed skin and delicate materials.

Holdout Pistol
This small pistol is easy to conceal on one's person, and still packs a powerful punch in spite of its compact design and short barrel reducing its effective range.

Add 1 Setback to any checks made to find a holdout pistol on a person's body. 

Plasma Pistol
Outlawed in various parts of the galaxy, this compact pistol fires a beam with enough energy forced into the blast that it stands at risk of incinerating the target outright. Its small size limits its effectivenss, as it is only effective at a short range and it takes time for it to safely recharge after each short.

Pulse Pistol
Another fairly common and accessible handheld weapon. It fires a high-velocity pulse, capable of safely subduing a dangerous target or dealing serious harm depending on how it is configured. The most readily available variants of this weapon are hard-coded to this configuration, and are often carried by law enforcement or used in recreational settings.

Shot Pistol
A simple, common, and considered to be fairly traditional sidearm. Its design and choice of projectiles varies across the galaxy, such as chemical propellants and electromagnetic coils, as well as the size of the physical shot itself. They are a modern refinement of an old, time-tested concept.

Ranged (Heavy) Weapons

NAME
SKILL
DMG
CRIT
RANGE
ENC
HP
PRICE
RARITY
SPECIAL
Beam Rifle
Ranged (Heavy)
5
3
Long
4
3
900
4
Pierce 3
Blazer Rifle
Ranged (Heavy)
8
3
Medium
4
2
740
3
Inaccurate 1, Vicious 2
Needle Bow
Ranged (Heavy)
1
1
Medium
2
0
500
8
Limited Ammo 1, Pierce 6
Unwieldy 3
Plasma Projector
Ranged (Heavy)
8
3
Short
4
1
1,550
6
Blast 8, Burn 4,
Slow-Firing 1
Plasma Rifle
Ranged (Heavy)
10
2
Medium
4
1
1,600
6
Burn 1
Pulse Rifle
Ranged (Heavy)
7
4
Medium
3
3
550
3
Stun setting
Shot Rifle
Ranged (Heavy)
7
4
Medium
3
4
575
1
Auto-fire
Beam Rifle
Most commonly used by armed forces across the galaxy, beam rifles typically have bulky frames to support their energy packs. Their narrow, searing beams can punch right through mosy body armour, with the dazzling flash of laser beam fire across a battlefield often described as a horrifying sight.
Blazer Rifle
Large, bulky, and snub-nosed carbines that are popular picks among pirates, criminal enforcers, and others who rely on fear as a weapon. These weapons are typically in the upper range of blazer weapons, as most arms manufacturers find it pointless to further boost the potential damage of a weapon that is fairly easily nullified by armour.
Needle Bow
An ancient yet deadly weapon, whose art was perfected by the Shikrai hunters. Made from durable alloys and designed to fire arrows made from a virtually unbreakable bellidrium stand sharpened down to a needle point. It is able to penetrate most forms of body armour with relatively minor force, though its narrow profile results in surprisingly little damage if the shot does not land somewhere vital.

For its lack of electronics or similar mechanism, modern weapon scanners are prone to miss this unusual weapon. its shots are also completely silent in the hands of an experienced hunter.

Its arrows typically come in a bulk of 10, costing 500 Credits per bulk. Given how durable they are, unless something happened to it, it is likely that an arrow can be recovered after it is fired.

Plasma Projector
A large and bulky sort of plasma weapon that forgoes emitting focused bolts of plasma in favour of a wide-reaching cone that continuously sprays out plasma over an area. Anything enveloped in this searing spray is quickly engulfed by hungry flames.

Plasma Rifle
A scaled up and empowered version of the plasma pistol, often to the point where its design resembles a plasma pistol with a wider body and a comfortable grip underneath the barrel. This larger design makes room for a bigger containment vessel, allowing it to be fired repeatedly without needing to be cooled down and recharged first.
Pulse Rifle
Another fairly common and accessible rifle. It fires a high-velocity pulse, capable of safely subduing a dangerous target or dealing serious harm depending on how it is configured. The most readily available variants of this weapon are hard-coded to this configuration, and are often carried by law enforcement or used in recreational settings.

Shot Rifle
Following the same design and principles as the shot pistol, the shot rifle is a modernized take on old, traditional concepts. Its larger size allows more room for ammunition, and its longer barrels tends to allow it greater accuracy over longer distances. As with its pistol counterpart, its approach varies across the galaxy, whether involving chemical propellants, electromagnetic coils, or other designs.

Gunnery Weapons

NAME
SKILL
DMG
CRIT
RANGE
ENC
HP
PRICE
RARITY
SPECIAL
Assault Cannon
Gunnery
12
4
Long
7
4
1,575
5
Auto-fire, Cumbersome 4
Vicious 2
Beam Cannon
Gunnery
9
3
Extreme
7
4
3,250 (R)
6
Breach 2, Cumbersome 4
Slow-Firing 1
Gravitron Pulse Cannon
Gunnery
3
1
Extreme
10
0
2,500 (R)
9
Breach 3, Ensnare 3
Prepare 2, Slow-Firing 2
Plasma Scorpios
Gunnery
10
2
Long
8
2
2,200 (R)
7
Blast 10, Burn 1
Cumbersome 5, Prepare 1
Sliver Rocket Launcher
Gunnery
15
2
Extreme
7
2
4,500 (R)
6
Breach 4, Cumbersome 3
Guided 4, Limited Ammo 3,
Prepare 1, Vicious 5
Assault Cannon
A colloquial term for a number of weapons designed for a rapid-fire barrage of heavy projectiles, some assault cannons rely on rotating barrels, articulated ammunition belts, or other rapidly cycling mechanisms or pulsing electromagnetic coils. Military forces commonly deploy assault cannons in areas of high-density troop movement, and many starships carry larger versions of such weapons for space combat.

Due to the high firing rate, the GM only needs to spend 3 Threat to have it run out of ammunition.

Beam Cannon
Considered one of the most portable types of heavy weapons used by military forces, the beam cannon forces its energy onto a single, pinpoint burst of energy powerful enough to disable vehicles. Thigh high energy output, however, makes for a heavy and bulky weapon even with its portability, as well as a need for the weapon to cool down and recharge before it can be used again.
Gravitron Pulse Cannon
A rare and esoteric type of weapon, that utilizes ruinous amounts of energy to fire a pulsed beam of gravitrons at a pinpoint target location. This sudden localized increase in gravitational energy can pin opponents in place, break bones, collapse lungs, and wreak havoc on delicate mechanisms even when shielded by thick, plated armour.
Plasma Scorpios
A large and bulky plasma weapon, equipped with an electromagnetic field generator that allows it to fling volatile plasma bolts over long distances. When these plasma bolts detonate, the blast is often powerful enouh to eliminate whole squads of enemy soldiers. To achieve this amount of power, the design of these weapons will often be very cumbersome to wield, requiring a tripod and time to deploy before it can be operated safely.
Sliver Rocket Launcher
A portable, anti-armour weapon in the form of a simple tube with a limited ammunition hopper. Each rocket that the launcher fires is a synthetic diamon formed into the shape of a massive needle, equipped with a gravitic engine in the rear. When fired, these diamon rockets will lock onto its target and, once it closes in, burn out its engine to boost it to hypersonic speeds. The resulting velocity is able to shear through armour and shatter the insides of vehicles.

Sliver rockets can be purchased individually, costing 1,000 Credits for a single rocket.