On this page you will find a number of additional weapons for your use in Aurora. However you will also notice that the formatting varies from weapons to weapons. This is because half of the weapons were made several months after the others and as such are laid out differently.
“Primitive” weaponry include a wide range of muscle-powered hardware ranging from bare-handed strikes to advanced monomolecular cutting bars. Despite the prevalence of projectile and energy weapons on frontier battlefields, most primitive weaponry has the advantage of operating even under the worst environmental conditions. It also presents little danger of puncturing fragile environmental seals. Some Primitive Weapons break these rules, however.
Staff:
Be it made from a carved wood or molecular assembled polymers, a staff is a simple weapon still suited to modern times. The advantage of most staffs is that security forces that would diligently confiscate knives and guns often overlook them.
Stun Knuckles:
Stun Knuckles are popular among those who want to augment their punches, using impact to trigger a discharge of non-lethal electricity. A Type A power cell will fuel a stun knuckle for up to forty successful hits. Fighting with Stun Knuckles uses the Unarmed skill.
Crossbow:
A bow of a kind that is fixed across a wooden support and has a groove for the bolt and a mechanism for drawing and releasing the string. The design is simple, durable and effective.
Advanced Crossbow:
A bow of a kind that is fixed across a wooden support and has a groove for the bolt and a mechanism for drawing and releasing the string. The design is simple, durable and effective. The Advanced Crossbow also benefits over it simpler brethren with the addition of a small ammo reserve, giving the weapon a three shot magazine before needing to be reloaded. It can also make use of crossbow variants of alternate bow ammunition.
AP-Landmines:
Anti-Personnel Landmines cover a wide range of explosive traps designed to kill or maim a person who steps on them. Placing landmines requires a successful Stealth/Dex roll (unless the user wants them to be seen) & a Perception/Wis roll to spot. Anyone who steps on a mine, or are within 5 meters when one detonates. takes 3d8 explosive damage. This can be halved by a successful Luck Save. Like grenades, targets take 1 less point of damage for each point of AC below 6.
Chain-Blade:
Whether in the form of a sword or an axe, motorised chain-blades are a terrifying sight. Able to cut through armour and flesh alike without the need of heavy swings indicative of their non-powered brothers, they found a brutal place in ship boarding actions and anywhere else pure aggression and power rule. When untrained people see this weapon kill within line of sight they must pass a Mental Save or panic.
Blast-Spear:
A unique weapon that combined a reinforced spear-shaft fitted with a small blast-shield and a shaped high-explosive charge for a blade. Whilst acting similar to a normal spear for most of the time, the Blast-Spear's name comes into play when using it's special attack. At the flip of a switch the warhead becomes live and, when thrust with enough force into a target, detonates. One of the few TL 3 melee weapons able to harm an opponent wearing powered armour, the Blast-spear is understandably dangerous. Aside from the risk of accidental detonation, the head needs to be replaced after every special attack to be effective. (Stats listed in table for explosive head, use normal spear stats for regular attacks)
Kinetic Strike Accelerators:
The apex of fist based weapons, Kinetic Strike Accelerators operate on a similar principle to Kinesis Wraps. Aiming to focus the wielder's blows into hyper focused points in order to defeat more advanced forms of armour. The main difference is that Kinetic Strike Accelerators uses what appears to be an advanced kinetic generator to translate the force of the impact into energy, which in turn powers layered grav-plates upon the metaplast housing releasing a gravimetric feedback back into the target. Against a human this means that each blow has the capability of breaking bones and rupturing organs, however it's against heavier targets the Kinetic Strike Accelerators' true power is revealed. Since the strength of the feedback is directly proportional to the energy generated in the initial blow, the more hardy the target, the stronger the effect. Blowing holes in Grav-tank armour with every swing.
Humanoid Target in Unpowered Armour: 1d4+2 Damage per strike
Humanoid Target in Powered Armour: 1d4+4 Damage per strike
Unarmoured Vehicle or Large Beast Target: 3d4+2 Damage per strike
Armoured Vehicle or Large Beast Target: 3d4+4 Damage per strike
Static Structure Target: 4d4+2 Damage per strike
Less that Lethal weapons can be found in almost all corners of space, as the call for weapons that can immobilise without killing is often quite strong. Be it due to a noble desire to preserve life to the pragmatic want to question living people once the shooting stops, you have a wide variety of Less-Lethal options at your disposal. Though more advanced stun weapons exist these low tech options are widely available.
Additional Chemical and Stun Weapons
Taser:
One-shot weapon that fires electrified prongs into the target and shocks them, causing temporary paralysis. The weapon continues to pass electricity via the attached wires till the battery is exhausted or the user stops pulling the trigger. The Weapon causes an additional 2d4 damage per turn until either the flow of energy is stopped or 10 rounds have passed. Though the Type A Power Cell can function for 12 hours of operation the 10 round limit is an internal safety to limit accidental deaths.
Dart-Pistol:
A gas-operated projectile system that launches a chemical delivery dart at high velocity towards the intended target. Due to the relatively low sounds of operation, this family of weapons is popular with spies and assassins from less developed worlds. This particular weapon is in a pistol frame allowing for greater concealment. Once hit by the dart the target must pass a physical save or take an additional 1d6 stunning damage each turn until they pass a test or fall unconscious. Poison or other harmful chemicals can be loaded into a Dart-Pistol and as such they are often seen as the tool of the assassin or hitman. With most worlds finding cause to keep close eyes on those who carry them.
Tranquilliser Rifle:
A gas operated projectile system that launches a chemical delivery dart at high velocity towards the intended target. Due to the relatively low sounds of operation this family of weapons is popular with spies and assassins from less developed worlds. This particular weapon is in a rifle frame allows for a larger magazine capacity and longer ranges. Once hit by the dart the target must pass a physical save or take an additional 1d6 stunning damage each turn until they pass a test or fall unconscious. Poison or other harmful chemicals can be loaded into a Tranquilliser Rifle and as such they are often seen as the tool of the assassin or hitman. With most worlds finding cause to keep close eyes on those who carry them.
Gas Grenade:
Timed gas canisters are activated once the pin is pulled and, after an elapsed time, spread a thick cloud of chemical gasses over a small area. Most Gas Grenades carry a less-lethal compound, with lethal versions being illegal in most tracks of space but for sale in all of them. Grenades are thrown weaponry. Grenade users always roll to attack AC 9. On a miss, the grenade lands 1d10 meters away from the target in a random direction. Hit or miss, the grenade then activates, dealing damage to all targets within 5 meters. Victims are allowed a Luck save for half damage. Targets with Atmofilters, Vac-Suits or some other sealed atmosphere are immune to the effects of this grenade. Once hit by the gas the targets must pass a physical save or take an additional 1d6 stunning damage. They must make the same save each turn until they pass a test or fall unconscious.
Less than Lethal weapons can be found in almost all corners of space, as the call for weapons that can immobilise without killing is often quite strong. Be it due to a noble desire to preserve life to the pragmatic want to question living people once the shooting stops, you have a wide variety of Less-Lethal options at your disposal. Phased Energy Pulse weapons are the logical upgrade from the traditional taser. Using the same technology of laser weapons to project a stunning pulse at longer ranges.
PEP Stun Pistol:
Phased Energy Pulse Weapons operate on the same principle as laser weapons, though achieve an immediate less than lethal effect by phasing a low amp, high watt charge in a projected pulse through the target's nervous system, causing extreme pain and unconsciousness within one or two charges. Due to the energy phasing, the weapons suffer from extreme energy bleed off, rendering the charge ineffective at longer ranges without alteration. This PEP has been fitted into a pistol frame.
PEP Stun Rifle:
Phased Energy Pulse Weapons operate on the same principle as laser weapons, though achieve an immediate less than lethal effect by phasing a low amp, high watt charge in a projected pulse through the target's nervous system, causing extreme pain and unconsciousness within one or two charges. Due to the energy phasing, the weapons suffer from extreme energy bleed off, rendering the charge ineffective at longer ranges without alteration. This PEP has been fitted into a large, two-handed frame allowing a more potent PEP generator to be mounted. Increasing the power and range of the system.
Portable Temporary PEP Field Generator [PEP Grenade]:
Phased Energy Pulse Weapons operate on the same principle as laser weapons, though achieve an immediate less that lethal effect by phasing a low amp, high watt charge in a projected pulse through the target's nervous system, causing extreme pain and unconsciousness within one or two charges. This PEP generator has been modified to overload and release the Pulse 360 degrees around the point of impact. Due to the amount of energy expended in the detonation the generator's power cell is exhausted and needs to be replaced before the device can be used again.
Grenades are thrown weaponry. Grenade users always roll to attack AC 9. On a miss, the grenade lands 1d10 meters away from the target in a random direction. Hit or miss, the grenade then activates for 2d8 damage to all targets within 5 metres. Victims are allowed a Luck save for half damage. Targets take 1 less point of damage for each point of AC below 6.
Projectile Weapons are by far the most common ranged weapons in human use. Even comparatively primitive worlds can fabricate and maintain such weaponry, and the damage a flying chunk of hot lead can do is often worse than what a clean burst of laser fire might produce. Almost any world of tech level 2 or higher can provide projectile ammunition. Most sophisticated modern ammunition produced upon tech level 4 worlds works well in any atmosphere or in vacuum due to the precision in production. Ammunition from less advanced worlds may not serve as well however, often suffering from imperfect seals or any number of flaws that prevent ignition.
Canister Pistol:
Put simply, the Canister Pistol is a single-shot shotgun pistol. The original concept of the design design was to give stranded vehicle crews a multi-role weapon, but most find their way into the hands of pirates and starship security, where its small size-to-high-power ratio makes it an excellent weapon in cramped corridor combat. Like it larger shotgun brethren, the Canister pistol is able to use alternate shotgun ammunition.
Concealable Pistol:
Made of lightweight materials and formed into a small, smooth package, the Concealable Pistol is a weapon built for illicit actions. Designed to be almost undetectable to all but advanced TL4 scanners, the weapon allows reasonable firepower where none is permitted. It gains a +2 to any stealth checks to conceal the weapon.
Survival Gun:
The Survival Gun is a unique weapon. Its primary purpose is actually as a piece of survival equipment, rather than a weapon of war. Made up of two shotgun barrels with a single rifle barrel above them with a folding stock; the weapon allows for both self defence and hunting, as the user can switch between barrels. The downside is that the weapon only holds one shot for each barrel and must be reloaded before it can be fired again. Still, many travellers and survivors across the Sector owe their lives to a Survival Gun in their kit.
Light Machine Gun:
If you want a weapon that can hit a bullseye at 1,000 paces, move on. If you want a weapon that can make tanks think twice before messing with you, wrong place bud. If you want a weapon that you can carry any distance without a sweat, don't think so. If you want a weapon that can cover an area with a metric tonne of lead and make every infantryman within 4 km dive for cover & pray to whatever god or gods they believe in, we might have what you're looking for.
The Light Machine Gun (LMG) is the man-portable member of the Machine Gun family, and only considered as light in comparison. Since it doesn't need to be bedded down or attached to a Tripod to function, it's considered light! It's really only good for two things: keeping people's heads down and area denial in areas that the HMG can't get to. Anything else and you'll probably find another weapon that does it better. Still, you can't beat the feeling of putting 100 bullets down range in under 30 seconds.
An LMG magazine contains enough ammunition for 6 rounds of firing, but each round of firing requires 15 credits worth of projectile ammunition. An LMG can also be fired to suppress: double the usual ammunition is fired in one round, and every target in front of the weapon that, which not under hard cover, is automatically hit for half normal damage. A successful Evasion or Luck Save eliminates this damage.
From the humble Fragmentation Grenade to the ancient and enigmatic Vortex Canister, handheld explosives have been with humanity since it first broke into the Stars. You may recognise some of the grenades here from other locations both on the website and the base rules. They have been duplicated here for convenience. Regardless of the type of grenade, they all have the following attributes:
They count as primitive weapons unless otherwise stated within the item's description. As until they detonate, they are essentially a lump of metal hurled by physical prowess. The next is that Grenade users always roll to attack AC 9. On a miss, the grenade lands 1d10 meters away from the target in a random direction. Hit or miss, the grenade then explodes and hits all targets within 5 meters of its point of detonation. Some grenades will allow victims a Luck save to half or negate the damage.
Gas Grenade:
Timed gas canisters are activated once the pin is pulled and, after an elapsed time, spread a thick cloud of chemical gasses over a small area. Most Gas Grenades carry a less-lethal compound, with lethal versions being illegal in most tracks of space but for sale in all of them.
Victims are allowed a Luck save for half damage. Targets with Atmofilters, Vac-Suits or some other sealed atmosphere are immune to the effects of this grenade. Once hit by the gas the targets must pass a physical save or take an additional 1d6 stunning damage. They must make the same save each turn until they pass a test or fall unconscious.
Portable Temporary PEP Field Generator [PEP Grenade]:
Phased Energy Pulse Weapons operate on the same principle as laser weapons, though achieve an immediate less than lethal effect by phasing a low amp, high watt charge in a projected pulse through the target's nervous system, causing extreme pain and unconsciousness within one or two charges. This PEP generator has been modified to overload and releases the Pulse 360 degrees around the point of impact. Due to the amount of energy expended in the detonation the generator's power cell is exhausted and needs to be replaced before the device can be used again.
Victims are allowed a Luck save for half damage. Targets take 1 less point of damage for each point of AC below 6. Anyone reduced to 0 hp with a PEP weapon is stable but unconscious and regains all lost hp within 5 minutes of waking up. Damage caused by none stun weapons persist.
Stick Grenade:
Stick Grenades are a family of grenades designed to maximise the user's ability to throw the device further and more accurately than other grenades. Often designed with a long stick-like handle attached to the charge, the extra leverage allows for the thrower to send the explosive much farther than could otherwise be achieved. This comes at a cost as, in order to save weight, the metal used is often thinner and produced much less fragmentation upon detonation. Drastically reducing the overall lethality of the weapon.
Stick Grenades scatter 1d6 meters instead of the usual 1d10 endured by other handheld explosives. In addition, they also have an increased throwing distance. This comes at a cost of reduced damage overall.
Incendiary Grenade:
Fire. One of humanities oldest discoveries. It has cooked our food. Fought away the darkness and lit the way for our ascension. But fire can be just as much a dangerous beast as it can be a loyal servant. It can burn away our creations in a fraction of the time it took us to erect them. Incendiary Grenades come in all shapes and sizes. From simple petrochemical filled glass bottles to sophisticated thermite reaction detonators. All are dangerous and scary.
Grape Grenade:
Sometimes found linked in chains, other times clustered together into a single mass. Grape Grenades are actually multiple bomblets linked together designed to explode one at a time. Causing a series of small explosions in the place of a single larger one. Needless to say, these are incredibly unpredictable and often jump about after each explosion. Making them a beloved tool of chaos.
The main differences between Grape Grenades and normal grenades are that they continue to detonate each subsequent turn after the first until all six bomblets have exploded. At the beginning of the thrower's turn, they detonate and hit all targets within 2 meters of the grenade, allowing for a luck save to half the damage. Then they jump 1d4 meters in a random direction ready to explode again next turn.
Vortex Canister:
Rare, Costly and Dangerous. Vortex Canisters are a relic of the Golden Age. Made of a black onyx metal and topped with a deceptively simple activation system. Vortex Canisters are arguably one of the most dangerous and scary handheld weapons ever to be wielded on mankind's battlefields. Upon detonation, a wave of Metaphasic energy rolls out causing major damage to anything caught in its wake. Before suddenly collapsing in on itself and forming a temporary singularity that consumes everything too close to the centre. Finally the singularly destabilises and leaves a perfectly carved sphere in whatever material remains. Due to the incredible destructive power, most known Vortex Canisters are safely storied in state armouries or behind high-security glass at museums.
Voretx Canisters act like traditional grenades at first, scattering the same and allowing a luck save to half the initial damage. However, after that any unfortunate soul within 5 meters of the destination must make either a luck or physical save or be sucked into the singularity. Killing them instantly.
While the heavy metal slugs and flechettes thrown by projectile weaponry tend to be more damaging, the lack of recoil for energy weapons tends to make them more accurate.
Energy weapons are very popular on more advanced worlds, as a soldier can carry far more ammunition in the form of Type A energy cells than they can carry bullets. Range and accuracy is also superior, though the infrastructure necessary for maintenance and repair of these weapons is substantially higher.
Proto-Laser Pistol:
Whether manufactured as cutting edge or cobbled together from long-forgotten designs, the Proto-Laser Pistol is a primitive cousin of the more well-known Laser Pistol. Normally found on either the most advanced Tech Level three worlds or the few locations which recently lost their Tech Level four tag, the weapons can make an affordable upgrade over projectile rifles. Often lacking in modern, accurate focus lenses or batteries, Proto-lasers often run at higher charges resulting in higher damage and smaller magazines
Proto-Laser Rifle:
Whether manufactured as cutting edge or cobbled together from long-forgotten designs, the Proto-Laser Rifle is a primitive cousin of the more well-known Laser Rifle. Normally found on either the most advanced Tech Level three worlds or the few locations which recently lost their Tech Level four tag, the weapons can make an affordable upgrade over projectile rifles. Often lacking in modern, accurate focus lenses or batteries, Proto-lasers often run at higher charges resulting in higher damage and smaller magazines.
Ion Projector:
Also known as the 'Lightning Shotgun' the Ion Projector rapidly charges a burst of electricity in an internal capacitor before directing it out the front of the weapon and striking the target with a massive electrical pulse. The Ion Projector, alongside doing damage, often temporarily overloads the human nervousness system upon impact.
Anyone successfully hit with the weapon, not wearing a Vacc-Suit, Assault Suits or Powered Armour, must make a successful Physical Save or loose their Major action for their next turn.
Holdout Laser:
Small, subtle and stylish, the Holdout Laser is an interesting weapon made up of a small battery, trigger and emitter often disguised as a large ring with the jewel as the barrel. The advantage of this means that without advanced TL4 scanners, the weapon is undetectable when not in use. The lack of a Power Pack port and the time to recharge the internal battery realistically means that the weapon isn't reloadable in most combat scenarios. Still, for hidden firepower, the Holdout Laser works wonders.
Some weapons are simply too big to be comfortably used without a tripod, fixed support, or vehicle mounting. Others require specialised training in the use of heavy munitions. The weapons listed here all use the Combat/Gunnery skill to determine hit bonuses, and unless otherwise noted, all require some sort of support for firing.
Anti-Vehicle Mines:
Similar to their smaller AP Landmine cousins, Anti-Vehicle Mines cover a wide range of explosive traps designed to immobilise or destroy light or heavy armoured vehicles that trigger them. They can range from simple pressure sensitive to magnetically activated units. Hiding AV Mines require a successful Stealth/Dex roll (unless the user wants them to be seen) & a Perception/Wis roll to spot them if concealed. AV mines detonate when a vehicle travels over them or when they are triggered by a predetermined signal. Because they are designed to 'kill' a single armoured target they produce very little shrapnel. Often only hitting the target that triggered the mine itself.
Satchel Charge:
Heavy Explosives packed into portable satchels rigged with either a remote detonator or a timer. Due to their size and weight they are better at demolition than direct combat, the time to set and arm them limiting their deployment ability. Still, for raw damage satchel charges are a very effective tool.
Auto-Cannon:
A powerful gunnery weapon commonly found among TL3 militaries and paramilitary forces. Functioning as an effective anti-infantry and anti-light vehicle weapon option for any organisation the Auto-Cannon is a force to be reckoned with. Due to their size they are often mounted on vehicles or fixed fortifications though several examples of motorised carriers have been used by militaries across the Sector.
EMP Emitter:
The Electromagnetic Pulse Emitter has potential not just in a military role but also in law enforcement due to it's none lethal nature. The weapon functions by releasing directed electromagnetic pules at the intended target, disabling electronics and eventually destroying it. Powered Armour becomes full/body handcuffs, Grav Tanks drop to the floor, and even most cars come to a stop. Its lack of lethality however locks this weapon to a support role in true combat scenarios.
Mortar/Vehicle Mortar:
Mortars are interesting weapons. They firing indirectly at their targets in high parabolic arcs, dropping death from above. The main advantage of this type of weapon is that you can actually fire at a target you can't directly see, so long as you know it rough location, and because your shots come directly down they can mitigate some level of cover. There are two main types of Mortars: man-portable and vehicle mounted. The former being less powerful but also more mobile in close range conflicts.