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Weapons - Personal

Weapons Table #

Name Type Damage Rating Size Qualities Cost
Unarmed Strike Melee 1 Knockdown 1H Non-lethal, Knockdown -
Knife/Dagger Melee 1 Vicious 1 1H Deadly, Hidden Opportunity 1
Blade (Sword, Mek’leth) Melee 2 Vicious 1 1H Vicious Opportunity 1
Heavy Blade (Bat’leth) Melee 3 Vicious 1 2H Vicious Opportunity 1, Escalation 1
Bludgeon Melee 2 Knockdown 1H Knockdown Opportunity 1
Phaser Type-1 Ranged 2 1H Charge, Hidden Standard Issue
Phaser Type-2 Ranged 3 1H Charge Standard Issue
Phaser Type-3 (Rifle) Ranged 4 2H Accurate, Charge Opportunity 1, Escalation 2
Pulse Grenade Ranged 4 Area 1H Charge, Grenade, Area Opportunity 1, Escalation 2
Andorian Plasma Rifle Ranged 4 Intense 2H Accurate, Deadly, Intense Not Available
Phase Pistol Ranged 3 1H - Standard Issue
Particle Rifle Ranged 4 2H Accurate Standard Issue
Disruptor Pistol Ranged 3 Vicious 1 1H Vicious Not Available
Disruptor Rifle Ranged 4 Vicious 1 2H Accurate, Vicious Not Available
Jem’Hadar Plasma Pistol Ranged 3 Vicious 1 1H Debilitating, Vicious Not Available
Jem’Hadar Plasma Rifle Ranged 4 Vicious 1 2H Accurate, Debilitating, Vicious Not Available

Weapon Qualities #

Accurate #

If Aimed, the creature may re-roll any number of d20s.

Area #

Attack affects every creature or object within Reach of the target, plus one additional target within Close for each Effect rolled. Allies may be hit for a Complication.

Charge #

If Prepared, the creature may add either Area, Intense, Piercing 2, or Vicious 1 to the attack.

Cumbersome #

The weapon must be Prepared each turn to use.

Deadly #

Increase Difficulty by 1 to make a Non-lethal attack.

Debilitating #

First Aid on creatures injured by this weapon increases Difficulty by 1.

Grenade #

Cannot attack at Long or Extreme range. May be used 3 times per Scene.

Hidden #

The weapon may be hidden as a Minor Action. Searches require an INS + SEC or REA + SEC Test with a Difficulty of X to locate the weapon.

Inaccurate #

The weapon gains no benefit from Aim.

Intense #

The cost to Avoid Injury is raised by 1 for each Effect rolled.

Knockdown #

If one or more Effects are rolled on this attack, then the target is knocked prone. The target may resist this effect by adding a number of points to Threat equal to the number of Effects rolled. For Non-Player Characters, the Gamemaster spends points from Threat instead of adding to Threat.

Non-Lethal #

Increase Difficulty by 1 to make a Lethal attack.

Piercing #

The attack ignores X points of the target’s total Resistance for each Effect rolled.

Vicious #

The attack inflicts X additional damage for each Effect rolled.