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Weapons - Personal

Weapons Notes #

All weapons gain additional challenge dice to their damage rating equal to the Security discipline of the character.

So for the weapons table, add the character’s Security rating to the listed CD rating. Unarmed is 1 challenge die, so would be 1+Character’s Security rating[CD].

Weapons Table #

Name Type Damage Rating Size Qualities Effects
Unarmed Strike Melee 1 1H Non-lethal Knockdown
Knife/Dagger Melee 1 1H Deadly, Hidden Vicious 1
Blade (Sword, Mek’leth) Melee 2 1H Vicious Vicious 1
Heavy Blade (Bat’leth) Melee 3 2H Vicious Vicious 1
Bludgeon Melee 2 1H Knockdown
Phaser Type-1 Ranged 2 1H Charge, Hidden
Phaser Type-2 Ranged 3 1H Charge
Phaser Type-3 (Rifle) Ranged 4 2H Accurate, Charge
Pulse Grenade Ranged 4 1H Charge, Grenade Area
Andorian Plasma Rifle Ranged 4 2H Accurate, Deadly Intense
Phase Pistol Ranged 3 1H
Particle Rifle Ranged 4 2H Accurate
Disruptor Pistol Ranged 3 1H Vicious Vicious 1
Disruptor Rifle Ranged 4 2H Accurate, Vicious Vicious 1
Jem’Hadar Plasma Pistol Ranged 3 1H Debilitating, Vicious Vicious 1
Jem’Hadar Plasma Rifle Ranged 4 2H Accurate, Debilitating, Vicious Vicious 1
Devidian Energy Draining Stick Melee 3 1H Deadly, Cumbersome Intense
Temporal Disruptor (29th Century) Ranged 5 2H Accurate, Charge Piercing 2

Weapon Qualities #

General Qualities #

Accurate #

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

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.

Charge #

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


Triggering Effects #

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.

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.