Arms Catalogue
Slug Throwers
Laugo Autopistol
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TL: 8│ Range: 10m │Damage: 3d6-3 │ Mass: 1kg │ Mag: 18 │ Avail: 8+ │ Cost: Cr250 │ Ammo: Cr10 │ Traits:
NVK P-125 Autopistol
The Laugo is one of the most widespread autopistols in the galaxy, a reliable sidearm favored by military forces, security organizations, and the criminal underworld alike. Built around a fixed barrel and gas-delayed blowback system, it maintains excellent accuracy and soft recoil for a weapon of its size. Its low-mass slide reduces reciprocating weight, making the pistol more controllable, paired with its non-reciprocating top rail, which allows shooters to mount optics that keep zero and maintain sight picture with minimal muzzle rise during firing. Compact and balanced, the Laugo is designed for dependable service under harsh conditions, constructed from advanced alloys and reinforced polymers to withstand both battlefield grit and years of constant use. Simple maintenance and the availability of parts and ammunition have made it a near-ubiquitous choice across known space.
TL: 8│ Range: 10m │Damage: 3d6-3 │ Mass: 1kg │ Mag: 18 │ Avail: 8+ │ Cost: Cr250 │ Ammo: Cr10 │ Traits:
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TL: 9│ Range: 10m │Damage: 3d6-3 │ Mass: 1kg │ Mag: 14 │ Avail: 10+ │ Cost: Cr400 │ Ammo: Cr10 │ Traits: Auto 2*
Atlas .50 Handcannon
The NVK P-125 is an unconventional bullpup pistol engineered for specialists who demand maximum firepower in the smallest possible frame. Its rear-fed magazine and frame give it a compact profile without sacrificing barrel length, The weapon’s slide and barrel housing cycle entirely within the frame, leaving the top-mounted optics rail and integrated ammunition counter display stable and unaffected by movement, a feature prized by users who rely on precision. The P-125’s hallmark is its two-round burst mode, designed to deliver rapid, paired shots on target before recoil can shift aim giving operators a higher chance of neutralizing threats in close combat. While rarely issued as a standard sidearm, it finds a niche among close-protection details, and underworld enforcers.
NOTE: When making an Auto attack, the NVK P-125 expends 2 rounds per attack instead of the usual expenditure. Otherwise, it follows all rules for Auto 2.
TL: 9│ Range: 10m │Damage: 3d6-3 │ Mass: 1kg │ Mag: 14 │ Avail: 10+ │ Cost: Cr400 │ Ammo: Cr10 │ Traits: Auto 2*
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TL: 7│ Range: 10m │Damage: 4d6-3 │ Mass: 1.5kg │ Mag: 8 │ Avail: 8+ │ Cost: Cr450 │ Ammo: Cr20 │ Traits:
AR-47 Accelerator Rifle
The Atlas .50 is a heavy semi-automatic hand‑cannon in .50 calibre, built around a stout gas‑operated action and a short, rigid barrel to tame the recoil of its large rounds. It sits heavy in the hand, with a firm, deliberate trigger and a muzzle report that announces itself; its reinforced frame accepts optics and tactical lights Its stopping power makes it a favourite among bounty hunters, heavy‑duty security or mercenary details, and bodyguards who need a last‑resort deterrent, while its size and report give it cachet in underworld circles. Ammunition is rarer than standard pistol calibres, which keeps the Atlas specialised, but where it appears it quickly becomes a statement: brutal, reliable, and unmistakable in purpose.
TL: 7│ Range: 10m │Damage: 4d6-3 │ Mass: 1.5kg │ Mag: 8 │ Avail: 8+ │ Cost: Cr450 │ Ammo: Cr20 │ Traits:
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TL: 9│ Range: 250m │Damage: 3d6+3 │ Mass: 2kg │ Mag: 15 │ Avail: 7+ │ Cost: Cr1000 │ Ammo: Cr30 │ Traits: Zero-G
Hailstorm SMG
The AR-47 is a semi-automatic accelerator rifle chambered for 12 mm micro-jets, a gyrojet design optimised for zero-G engagements. Its side-mounted magazine indexes each micro-rocket straight into the ignition chamber; a small section of vents direct the initial blast in a upward V pattern keeping recoil down and the discharge away from the shooter’s face. Projectiles leave the muzzle at near-negligible speed before a booster stage ignites and accelerates them to lethal velocity, so there is almost no felt recoil. That controllability makes the AR-47 a natural choice for boarding teams, EVA specialists, and shipboard security who must stay steady in weightless environments. The projectiles are costlier than conventional ammunition, but the weapon and its ammunition remain cheaper overall than most laser systems, making the AR‑47 an economical zero‑G alternative where manufacturing is available. On the ground the weapon feels strange to shooters used to conventional ballistics, yet in the void the AR‑47’s combination of controllability and and low cost is unmatched.
TL: 9│ Range: 250m │Damage: 3d6+3 │ Mass: 2kg │ Mag: 15 │ Avail: 7+ │ Cost: Cr1000 │ Ammo: Cr30 │ Traits: Zero-G
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TL: 8│ Range: 25m │Damage: 3d6 │ Mass: 3kg │ Mag: 120 │ Avail: 10+ │ Cost: Cr900 │ Ammo: Cr60 │ Traits: Auto 5
PDW-32 SMG
The Hailstorm is a brutal close-quarters PDW built to dominate confined spaces with overwhelming firepower, its barrel cluster of fifteen barrels arranged in three vertical columns of five, feed from a high-capacity magazine of caseless ammunition, allowing the barrels to fire sequentially at a blistering rate. In short-range encounters, operators can unleash a Volley, discharging all fifteen barrels simultaneously for devastating effect. Its compact, ergonomic profile lets users wield it like a conventional PDW while packing the punch of a shotgun. Designed for urban operations and popular with boarding parties and security forces, the weapon excels in close-range firefights where suppression and sheer volume of fire are paramount.
The Hailstorm comes equipped with high-capacity magazines from the factory and cannot be fitted with high-capacity upgrades.
Volley: Declare Volley instead of Burst or Full Auto: expend 15 rounds to make one attack with DM+1 and +8 damage. Attacks using Volley lose any benefits gained from aiming.
Volley: Declare Volley instead of Burst or Full Auto: expend 15 rounds to make one attack with DM+1 and +8 damage. Attacks using Volley lose any benefits gained from aiming.
TL: 8│ Range: 25m │Damage: 3d6 │ Mass: 3kg │ Mag: 120 │ Avail: 10+ │ Cost: Cr900 │ Ammo: Cr60 │ Traits: Auto 5
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TL: 8│ Range: 50m │Damage: 3d6+1 │ Mass: 3kg │ Mag: 30 │ Avail: 8+ │ Cost: Cr600 │ Ammo: Cr15 │ Traits: Auto 3
M13 Semi-Automatic Shotgun
The PDW-32 is a compact, conventional personal defence weapon designed to balance portability with reliable firepower. Its sleek, ergonomic profile, paired with compact dimensions and a collapsible stock, makes it ideal for close- to mid-range engagements, chambered in a high-velocity cartridge that delivers more stopping power than typical SMG rounds. The PDW-32 prioritises accuracy and controlled bursts, allowing operators to engage targets effectively at longer ranges. Its reinforced polymer frame and integrated accessory rail make it durable in the field while providing flexibility for attachments such as holographic sights, lasers, or tactical lights. Widely used by urban security teams, close-protection units, and tactical response forces, the PDW-32 is valued for its adaptability and reliability, offering dependable performance when precision and manoeuvrability are equally important.
TL: 8│ Range: 50m │Damage: 3d6+1 │ Mass: 3kg │ Mag: 30 │ Avail: 8+ │ Cost: Cr600 │ Ammo: Cr15 │ Traits: Auto 3
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TL: 7│ Range: 50m │Damage: 4d6│ Mass: 3kg │ Mag: 10 │ Avail: 6+ │ Cost: Cr750 │ Ammo: Cr15│ Traits: Auto 2*
Assault Shotgun
The M13 is a versatile combat shotgun designed for close-quarters battle, valued for its ability to switch between manual pump action and semi-automatic fire depending on mission needs. Its tubular magazine holds ten shells, and operators can cycle the weapon manually for maximum reliability or engage the gas system to fire in semi-automatic or two-round burst, delivering overwhelming firepower for breaching, boarding, and room clearing. Pump mode also allows hot loading of specialist rounds directly into the chamber without emptying the tube, giving users vital flexibility in unpredictable firefights. Constructed from a durable polymer-steel blend with a folding stock and vented handguard, the M13 is easy to maintain and effective even with improvised ammunition. While devastating at close range, its limited reach and reduced effectiveness against armor make it a specialist weapon rather than a universal choice, yet its raw stopping power ensures its place in many arsenals.
NOTE: When making an Auto attack, the M13 expends 2 rounds per attack instead of the usual expenditure. Otherwise, it follows all rules for Auto 2.
TL: 7│ Range: 50m │Damage: 4d6│ Mass: 3kg │ Mag: 10 │ Avail: 6+ │ Cost: Cr750 │ Ammo: Cr15│ Traits: Auto 2*
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TL: 7│ Range: 50m │Damage: 4d6│ Mass: 5kg │ Mag: 24 │ Avail: 7+ │ Cost: Cr750 │ Ammo: Cr40│ Traits: Auto 3, Bulky
KA HCAR Autorifle
A short, brutal assault shotgun built for close-quarters violence and rapid deployment. It features a squat barrel and reinforced fore-end that focus energy into a wide, devastating spread, while a ported muzzle and integrated recoil channels keep muzzle rise manageable during sustained full-auto bursts. A vertical box magazine provides decent capacity and faster reloads, though it is somewhat bulky. The design is optimized for corridors, lift wells and cramped vehicle interiors, and the ribbed hand-guard paired with a textured pistol grip gives crews a sure hold when the fight turns messy. The low sight line and short overall length favor rapid movement and quick target acquisition, though the absence of a full stock makes precise control more difficult under sustained fire. Favored by boarding teams, urban shock troops and scavenger militias, this assault shotgun makes short work of ill prepared enemies and earns a reputation for simple, unforgiving efficiency.
TL: 7│ Range: 50m │Damage: 4d6│ Mass: 5kg │ Mag: 24 │ Avail: 7+ │ Cost: Cr750 │ Ammo: Cr40│ Traits: Auto 3, Bulky
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TL: 7│ Range: 300m │Damage: 3d6 │ Mass: 5kg │ Mag: 20 │ Avail: 7+ │ Cost: Cr750 │ Ammo: Cr20 │ Traits: Auto 2
EMR-28 Autorifle
The HCAR, or Heavy Counter Assault Rifle, by Knights Armaments is an autorifle that has found lasting popularity on the frontier and within the planetary defense forces of the Outer Rim Confederacy, where durability and reliability are paramount. Chambered for full-power rifle cartridges and built around a reinforced receiver, the HCAR delivers short, controlled bursts of heavy firepower. Outside military service, it is a common sight among frontiersmen, settlers, and homesteaders who prize its rugged construction and formidable stopping power against raiders and the dangerous wildlife of the Rim. Affordable and straightforward to maintain, the HCAR is often chosen for its low lifecycle cost. while its extensive accessory rails enable owners to easily add almost any personal attachments. In Confederate space the HCAR has become more than a tool; it has taken on the character of a cultural staple, a weapon that symbolizes both self-reliance and community defense.
TL: 7│ Range: 300m │Damage: 3d6 │ Mass: 5kg │ Mag: 20 │ Avail: 7+ │ Cost: Cr750 │ Ammo: Cr20 │ Traits: Auto 2
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TL: 9│ Range: 300m │Damage: 3d6+1 │ Mass: 4kg │ Mag: 20 │ Avail: 7+ │ Cost: Cr1000 │ Ammo: Cr20 │ Traits: Scope
G56 Advanced Combat Rifle
The EMR-28 is a rugged semi-automatic battle rifle manufactured by Eastermark, favored by hunters, homesteaders, law enforcement, and colonial militias across frontier systems. Compact, affordable, and built for reliability, it offers solid accuracy and stopping power at medium range, even in harsh environments. Constructed with a corrosion-resistant polymer-steel chassis, the EMR-28 is lightweight and easy to maintain, designed to function reliably with minimal upkeep. It features a 20-round detachable magazine and comes standard with a factory-installed optic from Integrated Ballistic Microsystems (IBM). This optic transforms the rifle into a fully operational intelligent weapon and includes a smart tracker system, which would normally cost hundreds of credits if purchased separately. The integrated system improves target acquisition and grants a significant bonus to accuracy without requiring additional modifications. While the EMR-28 lacks modularity and does not support underbarrel attachments, its design prioritizes reliability and simplicity, making it a staple for users who value straightforward logistics and effective performance.
TL: 9│ Range: 300m │Damage: 3d6+1 │ Mass: 4kg │ Mag: 20 │ Avail: 7+ │ Cost: Cr1000 │ Ammo: Cr20 │ Traits: Scope
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G56 ACR TL: 7│ Range: 300m │Damage: 3d6│ Mass: 4kg │ Mag: 30 │ Avail: 8+ │ Cost: Cr1000 │ Ammo: Cr15 │ Traits: Auto 3
G56-P ACR TL: 10│ Range: 400m │Damage: 3d6 │ Mass: 4kg │ Mag: 40 │ Avail: 9+ │ Cost: Cr1000 │ Ammo: Cr40 │ Traits: Auto 4
M42A2 Pulse Rifle
The G56 Advanced Combat Rifle was the Imperial Legions’ modular workhorse, a service-rifle platform produced by dozens of manufacturers and adapted to the needs of regular formations, auxiliaries, and colonial constabularies. The design is intentionally conservative and easy to maintain. hardened attachment rails and a reinforced polymer body make it easy to attach various modules and survive heavy use, while the basic layout is simple to field-strip. Two variants exist: a conventional ballistic G56 that fires standard cartridges, and a G56-P pulse model that substitutes an electro-pulse firing mechanism and uses caseless ammunition for reduced mechanical wear and a higher cyclic rate. Both versions share a built-in recoil compensation mechanism and an ergonomic balance that keeps bursts controllable. Valued for predictable handling and parts commonality, the G56 lets units standardise training while tailoring ammunition and modules to local supply. After the Empire’s fall, many successor states kept the platform in service; it remains a durable, widely available choice for armies, planetary militias, and contractors across known space.
G56 ACR TL: 7│ Range: 300m │Damage: 3d6│ Mass: 4kg │ Mag: 30 │ Avail: 8+ │ Cost: Cr1000 │ Ammo: Cr15 │ Traits: Auto 3
G56-P ACR TL: 10│ Range: 400m │Damage: 3d6 │ Mass: 4kg │ Mag: 40 │ Avail: 9+ │ Cost: Cr1000 │ Ammo: Cr40 │ Traits: Auto 4
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TL: 10│ Range: 400m │Damage: 3d6+1 │ Mass: 4kg │ Mag: 60 │ Avail: 9+ │ Cost: Cr3000 │ Ammo: Cr60 │ Traits: Auto 4, Scope
Underbarrel Range: 250m (50m shotgun) │ Damage: Grenade (4d6) │ Mag: 4 │ Traits: Varies
FLEIR Pulse Rifle
A standard-issue weapon in many militaries, the Pulse Rifle is a caseless firearm designed for reliability, adaptability, and sustained firepower in diverse combat environments. It fires magnetically accelerated rounds using an electro-pulse mechanism, eliminating traditional cycling components to reduce mechanical failure and wear. Standard equipment includes Holographic sights and integrated beneath the barrel is a pump-action Combination Launcher, consisting of a breech and internal four-round magazine, capable of firing grenades or shotgun shells manually loaded by the operator. Variants also exist that replace the integrated launcher with a universal rail system, allowing attachment of foregrips, laser, lights, or auxiliary launchers. The Pulse Rifle’s solid frame make it easy to maintain, field-strip, and customise, supporting a wide range of battlefield roles with minimal configuration. While aesthetic details may differ slightly between regional production runs or unit preferences, the core design remains consistent across its many iterations. Its reputation for durability and versatility under combat conditions has secured its place as a dependable mainstay of front-line service.
TL: 10│ Range: 400m │Damage: 3d6+1 │ Mass: 4kg │ Mag: 60 │ Avail: 9+ │ Cost: Cr3000 │ Ammo: Cr60 │ Traits: Auto 4, Scope
Underbarrel Range: 250m (50m shotgun) │ Damage: Grenade (4d6) │ Mag: 4 │ Traits: Varies
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TL: 10│ Range: 450m │Damage: 3d6+2 │ Mass: 4kg │ Mag: 30 │ Avail: 9+ │ Cost: Cr4000 │ Ammo: Cr30 │ Traits: Auto 3, Scope
PKD-9/0 “Vesper” Disc Catapult Rifle
The FLEIR (Federation Lightweight Electropulse Infantry Repeater) is the Federation’s standard-issue rifle, a compact yet powerful bullpup, offering excellent range and a steady rate of fire suited for both urban combat and open-field engagements. It comes equipped with a holographic scope, linked to the rifle’s onboard computer to provide an in-optic ammo counter display for monitoring ammunition without breaking sight picture. The rifle’s modular design supports a variety of attachments, including proprietary underbarrel modules. Standard configuration mounts a tactical unit module integrating a flashlight and laser sight, which can be swapped for a proprietary underbarrel grenade launcher. In Federation service, the rifle is often linked to the soldier’s helmet-mounted P-HUD display, providing real-time data, diagnostics, and enhanced targeting functionality. Constructed from advanced polymers with sealed electronics, the rifle is resistant to dirt, grit, and battlefield wear. Although developed primarily for the Federal Legions, versions of the rifle have reached civilian markets and spread beyond Federation space, used by mercenaries, planetary defense forces, and others who value its reach.
TL: 10│ Range: 450m │Damage: 3d6+2 │ Mass: 4kg │ Mag: 30 │ Avail: 9+ │ Cost: Cr4000 │ Ammo: Cr30 │ Traits: Auto 3, Scope
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TL: 14│ Range: 150m │Damage: 4d6 │ Mass: 4kg │ Mag: 40 │ Avail: 9+ │ Cost: Cr2500 │ Ammo: Cr30 │ Traits: Auto 6, Silent
AGK 42 "BOFORS" Assault rifle
A compact bullpup firearm that fires high-velocity, disc-shaped projectiles from a double-stacked magazine, this rifle distinguishes itself with its extremely high rate of fire and minimal signature. It produces no muzzle flash, and the only sounds on discharge are the rising coil whine and the sharp flutter of accelerating discs, often compared to a shuffled deck of cards. Though it does not support suppressors, its already quiet report makes that largely unnecessary. The rifle comes equipped with integrated rails for optics and accessories but ships bare from the factory. Originally developed within Republic space, it quickly gained popularity among boarding units, station security, mercenary teams, and less official operators who value its low recoil, smooth handling, and raw volume of fire. While it lacks the range and brute impact of traditional slugthrowers, its nimble handling and control under fire make it a favoured weapon in ship corridors, urban environments, or close-quarters missions where overpenetration is a liability and speed matters more than punch.
TL: 14│ Range: 150m │Damage: 4d6 │ Mass: 4kg │ Mag: 40 │ Avail: 9+ │ Cost: Cr2500 │ Ammo: Cr30 │ Traits: Auto 6, Silent
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TL: 8│ Range: 200m │Damage: 3d6 │ Mass: 4kg │ Mag: 30 │ Avail: 10+ │ Cost: Cr3000 │ Ammo: Cr15 │ Traits: Auto 2, Scope
Launcher Range: 100m │ Damage: 4d6 │ Mag: 5 │ Ammo: Cr150│ Traits: Blast 5
Many militaries answer the need for grenades by attaching a launcher under a rifle; this is what happens when you bolt a rifle under your grenade launcher. The Automat Grenat Karbin 42 "BOFORS" (Ballistic Ordnance Fragmentation Offensive Rifle System) is a dual-purpose weapon that combines a semi-automatic grenade launcher with a compact assault carbine, giving operators unmatched versatility in the field. Its proprietary five-round ‘grenade sticks’ tubular magazine allows rapid follow-up shots as quickly as the trigger can be pulled but limits ammunition types to standard HE, Fragmentation, HEAP, and Smoke variants. Meanwhile, the integrated carbine provides dependable sustained fire when grenades are not required. Despite its hybrid design, the weapon is no bulkier than a standard assault rifle, and its polymer-steel frame makes it easy to maintain in the field. The AGK 42 features a carry rail, a raised rail that doubles as both a mounting rail and carry handle. Integrated into the rail is a thermal scope, with backup iron sights on the rail. The design allows operators to use the scope by default, fall back on the irons if needed, or mount alternative optics on the rail.
TL: 8│ Range: 200m │Damage: 3d6 │ Mass: 4kg │ Mag: 30 │ Avail: 10+ │ Cost: Cr3000 │ Ammo: Cr15 │ Traits: Auto 2, Scope
Launcher Range: 100m │ Damage: 4d6 │ Mag: 5 │ Ammo: Cr150│ Traits: Blast 5
Energy Weapons
DB-2049 “Navy” Mk.VI Cartridge Laser Pistol
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TL: 9│ Range: 30m │Damage: 3d6+3 │ Mass: 2kg │ Mag: 6 │ Avail: 8+ │ Cost: Cr2000 │ Ammo: Cr50 │ Traits: Zero-G
Siren Mk.IV Sonic Pistol
A compact, rugged energy sidearm popular across frontier systems, the Cartridge Laser Pistol is known for its reliability, ease of use, and no-nonsense design. It fires from a self-contained drum cartridge, each holding 6 laser pulses, with the entire drum swinging out for quick replacement, avoiding the need for cabling, charging cycles, or fiddly electronics. Styled after old-world revolvers, it evokes a retro aesthetic that appeals to lawmen, settlers, and smugglers alike. Though limited in range and lacking advanced optics or firing modes, it excels in harsh conditions where reliability is key. Resistant to dust, vacuum, and neglect, it sees widespread use in low-tech or resource-starved environments, where tools must work with minimal upkeep. Lightweight, durable, and functional in zero-G, the pistol is a practical energy weapon that continues to find favour well beyond its technological tier, especially in outposts where rugged simplicity often trumps cutting-edge firepower. Even decades after its introduction, the familiar swing-out drum and sharp report of each pulse remain iconic in the border territories.
TL: 9│ Range: 30m │Damage: 3d6+3 │ Mass: 2kg │ Mag: 6 │ Avail: 8+ │ Cost: Cr2000 │ Ammo: Cr50 │ Traits: Zero-G
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TL: 9│ Range: 5m │Damage: 2d6│ Mass: 1kg │ Mag: 10 │ Avail: 8+ │ Cost: Cr800 │ Ammo: Cr150 │ Traits: Blast 2, Sonic (-2), Stun, Zero-G
"Breaker" Cartridge Laser Rifle
The Siren Mk.IV is a compact sonic sidearm. It fires focused cones of high-frequency pressure waves designed to stun and disorient, which makes it particularly widespread in law enforcement circles and popular among pacifist self-defence groups. The Siren’s compact array of tuned emitters requires an atmosphere to operate and is non-functional in vacuum. A combined laser and flashlight module fits beneath the barrel for aiming and identification, while a removable rechargeable power cell that slots like a magazine allows users to swap cells instantly between engagements, letting the slower recharge occur between shifts. Repeated or very close hits can cause bone or tissue resonance and lasting harm, so most doctrine stresses controlled use, strict engagement protocols, and medical screening. In service the Siren is prized for its non-lethal utility, lightweight handling, and low training burden.
NOTE: when targeted by Sonic, Make END check with Sonic DM, on failure suffer Effect as negative DM to all actions for 1d6 rounds.
TL: 9│ Range: 5m │Damage: 2d6│ Mass: 1kg │ Mag: 10 │ Avail: 8+ │ Cost: Cr800 │ Ammo: Cr150 │ Traits: Blast 2, Sonic (-2), Stun, Zero-G
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TL: 9│ Range: 300m │Damage: 5d6│ Mass: 5kg │ Mag: 2 │ Avail: 8+ │ Cost: Cr3000 │ Ammo: Cr70 │ Traits: Zero-G
LR63 Cartridge Laser Rifle
Developed as a rugged, low-maintenance alternative to conventional energy rifles, the Break-Action Laser Rifle fires powerful laser pulses from a single-use cartridge. Each cartridge contains enough energy for two high-intensity shots before needing to be manually replaced via a break-action mechanism, similar to an old-style shotgun. This simple, robust system eliminates the need for complex cooling or power distribution systems, making the rifle popular on the frontier where operating in harsh environments with reliability is paramount. Though it lacks the sustained fire of many other weapons, its precision, stopping power, and simplicity have earned it a loyal following. While cartridge production remains expensive, the rifle’s overall maintenance footprint is low, and many field operators value its mechanical simplicity. Minor design variations exist between local manufacturers, but the weapon’s silhouette and function remain largely unchanged.
TL: 9│ Range: 300m │Damage: 5d6│ Mass: 5kg │ Mag: 2 │ Avail: 8+ │ Cost: Cr3000 │ Ammo: Cr70 │ Traits: Zero-G
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TL: 10│ Range: 300m │Damage: 5d6│ Mass: 5kg │ Mag: 30 │ Avail: 10+ │ Cost: Cr4000 │ Ammo: Cr200 │ Traits: Zero-G
A280 Cartridge Laser Carbine
The LR63 is a Cartridge Laser Rifle that served as the Imperial Legions’ choice for Praetorian and other elite units. It uses a 30-round removable cartridge that supplies the weapon’s energy through a chemical reaction, removing the need for a separate power pack. this reduces overall weight at the cost of fewer shots per magazine, yet the cartridge changes as quickly as a conventional magazine and is fully disposable, eliminating long recharge times in the field. among the imperial legions it was not an uncommon sight to see an LR63 fitted with a detachable bayonet for close-quarters work. After the Empire’s collapse the rifle remained in inventory among certain successor-state praetorian units, its manufacture and sale tightly controlled; where available, the LR63 marks out its bearer as professional, well-equipped, and not to be trifled with.
TL: 10│ Range: 300m │Damage: 5d6│ Mass: 5kg │ Mag: 30 │ Avail: 10+ │ Cost: Cr4000 │ Ammo: Cr200 │ Traits: Zero-G
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TL: 11│ Range: 200m │Damage: 4d6+3 │ Mass: 3.5kg │ Mag: 15 │ Avail: 8+ │ Cost: Cr3500 │ Ammo: Cr70 │ Traits: Zero-G, Scope
KW LC-Mk.IX Cartridge Laser Carbine
The A-280 Cartridge Laser Carbine is a compact, semi-automatic energy carbine built for controlled, reliable fire rather than volume. It is an older, intentionally simpler design and therefore cheaper to produce, which has helped it spread beyond formal military issue. Although limited in ammo capacity, its detachable cartridge magazine supplies power, so users do not need bulky backpack powerpacks. Constructed from stamped metal with a collapsible stock and a familiar control layout, the A-280 feels like an energy weapon any slugthrower user can pick up and run with. A scope is fitted from the factory for practical mid-range work, and the receiver is balanced to return quickly to sight between shots. Its weight and simplicity make it well suited to frontier patrol work, and it has become a staple among better-equipped settlers, colonial militias, and law enforcement. It is just as often found in the hands of raiders and opportunists.
TL: 11│ Range: 200m │Damage: 4d6+3 │ Mass: 3.5kg │ Mag: 15 │ Avail: 8+ │ Cost: Cr3500 │ Ammo: Cr70 │ Traits: Zero-G, Scope
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TL: 12│ Range: 200m │Damage: 4d6+3 │ Mass: 3.5kg │ Mag: 45 │ Avail: 10+ │ Cost: Cr5000 │ Ammo: Cr225 │ Traits: Auto 3, Zero-G
ZRA-9 “Zygerrian Blaster” Electrolaser Carbine
A compact energy weapon designed for close engagements and rapid response, the Cartridge Laser Carbine fires short pulses using disposable energy cartridges. Each cartridge holds enough charge for 45 shots before needing replacement, providing a quick reload process similar to conventional firearms without relying on bulky external power packs or cables. Capable of semi and automatic fire, the carbine sacrifices range and raw power for high volume and maneuverability in confined spaces. Equipped with a full-length accessory rail and modular fittings, it supports a wide range of optics and tactical upgrades, though it ships in a clean, utilitarian configuration. Its unit cost is higher than typical small arms, but the replaceable cartridges help streamline logistics and maintenance. Widely deployed across the galaxy, the carbine is most closely associated with Dominion forces and their auxiliaries, prized for dependable performance in disciplined engagements both in EVA and the vacuum of space as well as on planetary surfaces.
TL: 12│ Range: 200m │Damage: 4d6+3 │ Mass: 3.5kg │ Mag: 45 │ Avail: 10+ │ Cost: Cr5000 │ Ammo: Cr225 │ Traits: Auto 3, Zero-G
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Electrolaser Carbine (Kill)TL:13│ Range: 100m │Damage: 4d6│ Mass: 5kg │ Mag: 20 │ Avail: 9+ │ Cost: Cr3000 │ Ammo: Cr200 │ Traits: Zero-G
Electrolaser Carbine (Stun)TL:13│ Range: 25m │Damage: 3d6│ Mag: 40 │ Traits:Blast 3, Stun, Zero-G
KW PPC-Mk.II “Valkyr” Plasma Repeater
The Electrolaser Carbine is an energy weapon, widely used by law enforcement and security units and extensively deployed across the forces of the Zygerrian Slave Empire. As an electrolaser, it requires an atmosphere to function; in a vacuum, there is no gas to ionize and form the laser-generated plasma channel, rendering the weapon inoperative. This model’s standout feature is its ability to switch between stun and lethal modes. In stun mode, it delivers a short-range, area-capable discharge that incapacitates multiple targets without causing permanent harm, while allowing the stock-mounted detachable power pack to last roughly twice as long as in lethal mode. Kill mode fires a more powerful laser, extending the plasma channel´s range while the weapon draws extra power for the intensified electric discharge. In close quarters, the barrel’s exposed electrodes allow it to function as a stunner, giving the user a last-resort option in melee, though care must be taken to not unintentionally leave it on lethal voltage. Constructed from lightweight alloys and reinforced polymers, the carbine endures both battlefield and prison-yard abuse and is often used to assert dominance in volatile zones.
Electrolaser Carbine (Kill)TL:13│ Range: 100m │Damage: 4d6│ Mass: 5kg │ Mag: 20 │ Avail: 9+ │ Cost: Cr3000 │ Ammo: Cr200 │ Traits: Zero-G
Electrolaser Carbine (Stun)TL:13│ Range: 25m │Damage: 3d6│ Mag: 40 │ Traits:Blast 3, Stun, Zero-G
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TL: 15│ Range: 200m │Damage: 6d6│ Mass: 4kg │ Mag: 30 │ Avail: 12+ │ Cost: Cr15000 │ Ammo: Cr300 │ Traits: Auto 2
The Plasma Pulse Carbine Mk.II is a rapid-fire plasma repeater that forms superheated plasma bolts from ablative pellets within the weapon’s ionization chamber, which are then accelerated toward the target via electromagnetic rails. The weapon’s detachable magazine doubles as both a power-pack and pellet reservoir, supplying energy and ammunition in a single unit. On automatic, the repeater’s capacitors charge and discharge fast enough to produce an automatic fire effect, reminiscent of a conventional assault rifle but with the destructive punch of a plasma weapon. A magnetic top rail allows the quick attachment of optics, scopes, or personal sighting devices. Its raw power has made the repeater a desired weapon not only for military units but also for private security forces and mercenaries who can get their hands on one.
TL: 15│ Range: 200m │Damage: 6d6│ Mass: 4kg │ Mag: 30 │ Avail: 12+ │ Cost: Cr15000 │ Ammo: Cr300 │ Traits: Auto 2
PORTABLE HEAVY WEAPONS
Rosche Mk.5 Anti-Material Rifle
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TL: 9│ Range: 1000m │Damage: 5d6 │ Mass: 5kg │ Mag: 20 │ Avail: 10+ │ Cost: Cr3000 │ Ammo: Cr25 │ Traits: AP 6, Bulky, Scope
“Zeus” Anti-Materiel Electrolaser Rifle
The Rosche Mk.5 is a dedicated anti-materiel railgun, engineered to launch dense metal darts at near-hypersonic speeds with devastating penetrative power. It trades discretion for raw performance, producing a roaring boom and searing muzzle flash as the projectile shatters the sound barrier and superheats the air the instant it leaves the barrel. Although a sophisticated compensator system tempers recoil and its a well-balanced platform, operators are still advised to fire from a supported position to make full use of its accuracy. Power and ammunition are stored separately, with a compact energy cell driving the rails and a magazine feeding the darts, though each battery is rated to fire a complete magazine for simplicity of reloading. Military sharpshooters value the Mk.5 for disabling hardened targets at standoff ranges, while mercenaries and private security forces prize its versatility as both an anti-materiel tool and a devastating precision weapon against personnel.
TL: 9│ Range: 1000m │Damage: 5d6 │ Mass: 5kg │ Mag: 20 │ Avail: 10+ │ Cost: Cr3000 │ Ammo: Cr25 │ Traits: AP 6, Bulky, Scope
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TL: 13│ Range: 1000m │Damage: 5d6│ Mass: 5kg │ Mag: 5 │ Avail: 12+ │ Cost: Cr15000 │ Ammo: Cr500 │ Traits: AP6, Blast 3, Bulky, Scope
“Sunburst” Break-action CPPG
The Zeus is a high-power anti-materiel electrolaser rifle, a true lightning gun built to destroy hardened targets at range. It fires a laser to generate a long plasma channel and then drives a powerful electric arc down that channel, the discharge being accompanied by a thunderous crack; as an electrolaser it requires an atmosphere to operate, since a vacuum offers no gas to ionize. In a vacuum, the laser still fires, but only deals 1D6 damage. The arc strike deals massive energy trauma that bursts outwards to anything near by. Disrupting vehicles with Armour 4 or less, robots, electronic equipment on vehicles or powered armour for 1D6 rounds. Unshielded electronics two or more Tech Levels lower are permanently fried. Due to its extreme voltage demands, the Zeus uses dedicated powerpacks that are not compatible with other electrolasers. Expensive and tightly controlled, the Zeus is used by anti-material squads, special operations detachments, and elite security units who need a weapon that can stop machines and people alike; its thunderous discharge makes its use unmistakable and unsuitable for stealth.
TL: 13│ Range: 1000m │Damage: 5d6│ Mass: 5kg │ Mag: 5 │ Avail: 12+ │ Cost: Cr15000 │ Ammo: Cr500 │ Traits: AP6, Blast 3, Bulky, Scope
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TL: 11│ Range: 100m │Damage: 6d6│ Mass: 9kg │ Mag: 1 │ Avail: 11+ │ Cost: Cr4000 │ Ammo: Cr50 │ Traits: AP6, Blast 2, Bulky
M90 Chaingun
The “Sunburst” is a break-action cartridge portable plasma gun, designed to deliver a single, devastating plasma shot. It fires a superheated chemical cell that burns out on discharge; the spent cartridge pops out when the breach is opened. Only one cell can be loaded at a time, though a storage tube in the stock holds three spare cartridges for quick reloads in combat. The barrel is encased in a shroud lined with radiation fins, and a small section of these fins spins immediately after firing to draw air through the shroud, cooling the barrel before the next reload. Rugged alloys and reinforced polymers protect the weapon from battlefield wear, while the single-shot design keeps it affordable and mechanically reliable. Favoured by colonial militias and mercenaries units with a limited budget who may face more advanced opponents. the Sunburst is ideal for clearing fortified positions, breaching obstacles, or delivering a heavy punch when a conventional weapon cannot get the job done.
TL: 11│ Range: 100m │Damage: 6d6│ Mass: 9kg │ Mag: 1 │ Avail: 11+ │ Cost: Cr4000 │ Ammo: Cr50 │ Traits: AP6, Blast 2, Bulky
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TL: 8│ Range: 800m │Damage: 7d6+3 │ Mass: 55kg │ Mag: 6 │ Avail: 10+ │ Cost: Cr5000 │ Ammo: Cr150 │ Traits: AP 5, Auto 2, Very Bulky
Ammo/Power-Pack │ Mass: 40kg │ Mag: 120 │ Avail: 10+ │ Cost: Cr3500
DRL-44 "Commando" Disposable Rocket Launcher
This 30mm chain-gun is designed primarily for power-armored infantry and exo-suit operators, delivering devastating firepower without the need for vehicle support. Typically, it is powered and fed by an ammo pack worn as a backpack, which supplies linked ammunition and the electrical energy necessary to drive the chain-gun mechanism. Alternatively, the weapon can accept a detachable box magazine or drum feed, but these require a separate external power source, making them less practical in the field due to added bulk and operational complexity. Despite its considerable weight and awkward handling, the weapon excels in shock assaults and suppression roles, favoured for its ability to deliver sustained, overwhelming firepower on the front lines. Among suited users, it is often equipped with a large underslung bayonet for close-quarters combat. The chain-gun also features a integrated targeting computer meant to link up with a P-HUD or the suit’s targeting system, providing enhanced accuracy and target acquisition over varying engagement distances.
TL: 8│ Range: 800m │Damage: 7d6+3 │ Mass: 55kg │ Mag: 6 │ Avail: 10+ │ Cost: Cr5000 │ Ammo: Cr150 │ Traits: AP 5, Auto 2, Very Bulky
Ammo/Power-Pack │ Mass: 40kg │ Mag: 120 │ Avail: 10+ │ Cost: Cr3500
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Commando (HE) TL: 8│Range: 200m │Damage: 5d6 │Mass: 7kg │Mag: 4 │Avail: 10+ │Cost: Cr2000 │Ammo: - │Traits: Blast 6, Scope, Bulky, One use
Commando (HEAT) TL: 8│Range: 150m │Damage: 6d6 │Mass: 7kg │ Mag: 4 │Avail: 10+ │Cost: Cr2000 │Ammo: - │Traits: AP 10, Blast 2, Scope, Bulky, One use
Commando (Incendiary) TL: 8│Range: 200m │Damage: 5d6 │Mass: 7kg │Mag: 4 │Avail: 10+ │Cost: Cr2000 │Ammo: - │Traits: Blast 6, Fire, Scope, Bulky, One use
"Flamer" Flamethrower
The Commando is a lightweight, disposable quad-tube rocket launcher. At roughly 7 kilos, it feels like a plastic brick on your back until you unfold it and fire, and then it is a brick that can demolish a bunker. Each factory-sealed box carries four preloaded rockets designed for anti-vehicle, breaching, and area-denial work at short to medium ranges. A low-power polymer lens reflex sight is fitted from the factory for quick aim. The launcher’s simple firing sequence and minimal recoil make it usable by small units or irregular forces with limited training, while the polymer chassis and sealed internals keep logistics light. The pistol grip and front and rear panels fold into the box for transport. To deploy, an operator unfolds the rear panel, extends the tubes, flips out the grip, shoulders the launcher, and opens the front panel. Favoured by frontier militias, special operations teams, and expeditionary forces, the Commando combines convenience, firepower, and mobility in a single package, providing a potent punch without encumbering the operator.
NOTE: it takes 3 minor actions to unfold and make the launcher ready for firing.
Commando (HE) TL: 8│Range: 200m │Damage: 5d6 │Mass: 7kg │Mag: 4 │Avail: 10+ │Cost: Cr2000 │Ammo: - │Traits: Blast 6, Scope, Bulky, One use
Commando (HEAT) TL: 8│Range: 150m │Damage: 6d6 │Mass: 7kg │ Mag: 4 │Avail: 10+ │Cost: Cr2000 │Ammo: - │Traits: AP 10, Blast 2, Scope, Bulky, One use
Commando (Incendiary) TL: 8│Range: 200m │Damage: 5d6 │Mass: 7kg │Mag: 4 │Avail: 10+ │Cost: Cr2000 │Ammo: - │Traits: Blast 6, Fire, Scope, Bulky, One use
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TL: 9 │ Range: 20m │Damage: 4d6 │ Mass: 10kg │ Mag: 50 │ Avail: 10+ │ Cost: Cr3000 │ Ammo: Cr100 │ Traits: Blast 5, Fire
AC-22 Light Autocannon
A relatively crude device, the flamethrower, known simply as the Flamer, consists of a fuel tank, compressor and a nozzle that can project a torrent of fire for some distance. While heavily regulated in most core systems, many frontier worlds regard it as essential equipment, especially where native flora or fauna prove dangerous. It has become a mainstay for starport and mining colony maintenance crews, routinely used to purge contaminated surfaces and for pest control of dangerous stowaway organisms in landing gear. while its lack of precision limits its battlefield use, some military and mercenary units employ them for clearing bunkers or dense under-brush. Rumoured to be favoured by inquisitorial agents during purges its psychological effect and cleansing fire serving both practical and symbolic ends. Unmistakable in sound and effect, it is a weapon wielded with fear and purpose.
TL: 9 │ Range: 20m │Damage: 4d6 │ Mass: 10kg │ Mag: 50 │ Avail: 10+ │ Cost: Cr3000 │ Ammo: Cr100 │ Traits: Blast 5, Fire
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TL: 8│ Range: 800m │Damage: 7d6 │ Mass: 45kg │ Mag: 10 (2×5 clips) │ Avail: 10+ │ Cost: Cr4000 │ Ammo: Cr200 │ Traits: AP 5, Auto 2, Very Bulky
KA M30 Machine Gun
A 20mm man-portable, shoulder-fired autocannon that fires from a closed-bolt position. Its toggle-lock action is cycled by recoil and it can be fired single-shot or fully automatic, operated via a large charging handle on the right side. The weapon is top-loaded with 5-round stripper clips; rounds feed down around a half-circle and horizontally into the chamber, and spent cases are ejected vertically from the cycling bolt. Its heavy mass inhibits handling and makes unassisted reloads slow, so the AC‑22 is most commonly employed as a crew‑served weapon with a gunner and an ammo bearer pair. Favoured by assault teams, anti‑vehicle detachments, and mercenary crews, the AC‑22 gives small units concentrated, portable anti‑material punch.
NOTE: it takes 1 minor action per 5-round clip to reload; full mag = 2 minor actions. No top-offs ≥6 rounds.
TL: 8│ Range: 800m │Damage: 7d6 │ Mass: 45kg │ Mag: 10 (2×5 clips) │ Avail: 10+ │ Cost: Cr4000 │ Ammo: Cr200 │ Traits: AP 5, Auto 2, Very Bulky
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TL: 7│ Range: 600m │Damage: 3d6+3 │ Mass: 11kg │ Mag: 60 │ Avail: 9+ │ Cost: Cr3000 │ Ammo: Cr60 │ Traits: Auto 4, Scope, Bulky
L56A3 Machine Gun
The KA M30 is a rugged machine gun, valued for its consistent accuracy and dependable performance in harsh, unforgiving environments. Its distinctive heat shield and handguard let operators maintain a steady grip even during extended firing. Typically fed from a 60-round belt drum, the M30 strikes a balance between mobility and sustained suppressive fire, making it effective in both defensive and offensive roles. Developed for Outer Rim forces without access to or the means to maintain smartgun systems, the M30 sheds tech for straightforward, field-reliable function. While it can be integrated into a smartgun system, it's rarely done. The M30 is widely employed by Confederate units as a squad support weapon, mounted on vehicles or carried by soldiers in Atlas Walker suits, where its sturdy design proves especially valuable. Though relatively simple and affordable, it delivers respectable range and damage, making it a staple on the frontier. The M30 carries the unmistakable presence of a workhorse built to endure hardship and keep firing, no matter the odds.
TL: 7│ Range: 600m │Damage: 3d6+3 │ Mass: 11kg │ Mag: 60 │ Avail: 9+ │ Cost: Cr3000 │ Ammo: Cr60 │ Traits: Auto 4, Scope, Bulky
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TL: 10│ Range: 600m │Damage: 3d6+3 │ Mass: 11kg │ Mag: 60 │ Avail: 9+ │ Cost: Cr3000 │ Ammo: Cr60 │ Traits: Auto 6, Bulky
L56A3 Smartgun System
The L56A3 is the canonical high-rate pulse machine gun most often mounted in Smartgun Systems, prized where raw volume of fire and mobile suppression are needed. A general-purpose variant is available for conventional use; this swaps the Smartgun’s lever-trigger interface for a conventional stock and pistol grip and fits a sighting rail along the top cover for optics or personal sights. With a high cyclic rate the L56A3 pours high volumes of lead in sustained bursts, making it ideal for breaking enemy movement and laying down area denial. Recoil is fierce when fired unsupported, which is why dismounted crews pair the standalone model with a bipod or tripod. While standalone L56A3s rarely include an onboard targeting computer or Smart Tracker, they are commonly linked to a Personal Heads-Up Display (P-HUD) for sighting data. Built for rapid feeding and simple field maintenance, the L56A3 is issued to assault squads, boarding teams, and support elements that need brutal, reliable suppressive fire.
TL: 10│ Range: 600m │Damage: 3d6+3 │ Mass: 11kg │ Mag: 60 │ Avail: 9+ │ Cost: Cr3000 │ Ammo: Cr60 │ Traits: Auto 6, Bulky
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L56A3 smartgun│TL: 11│ Range: 800m │Damage: 3d6+3│ Mass: 15kg │ Mag: 120 │ Avail: 10+ │ Cost: Cr6500 │ Ammo: Cr120 │ Traits: Auto 6
MESSM Smartgun System
Originally developed during the final decades of the Galactic Empire, the Smartgun System has been inherited as the standard squad support weapon system across many successor states. At its core is a pulse machine gun mounted to a powered harness with an articulated boom arm that absorbs recoil and stabilises movement. Smartguns are issued as complete packages, combining the harness, an onboard targeting processor with Smart Tracker functionality, and a Personal Heads-Up Display (P-HUD) synced to the user’s visor or helmet for enhanced aim. This delivers predictive aim assistance, target tagging, and real-time environmental compensation even while mobile. When fielded, the mounted machine gun is commonly fitted with an extended magazine to maximise sustained fire. The rig is designed to integrate with almost any combat armour. The electro-pulse mechanism of the machine gun eliminates traditional cycling components, reducing mechanical failure and enabling high-volume fire with minimal wear. While descendant militaries have developed localised variants, many are direct descendants of the original, updated only in surface styling or interface compatibility.
L56A3 smartgun│TL: 11│ Range: 800m │Damage: 3d6+3│ Mass: 15kg │ Mag: 120 │ Avail: 10+ │ Cost: Cr6500 │ Ammo: Cr120 │ Traits: Auto 6
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MESSM smartgun │TL: 11│ Range: 800m │Damage: 3d6+3│ Mass: 15kg │ Mag: 200 │ Avail: 10+ │ Cost: Cr6500 │ Ammo: Cr200 │ Traits: Auto 4
The Medium Electropulse Squad Support Machine-gun (MESSM) is the Federal Armed Services’ standard machine gun and is encountered more often fitted to a Smartgun System than issued as a standalone weapon. It uses an electro-pulse mechanism that eliminates many conventional cycling components, reducing mechanical wear while delivering a high, controllable rate of fire. in Smartgun configuration the MESSM is commonly fitted with an extended 200-round belt-box to maximise continuous suppressive fire. The harness and onboard targeting processor with Smart Tracker, together with a Personal Heads-Up Display (P-HUD) linked to the gunner’s helmet, provide a stable platform even on the move. Built from lightweight alloys and resilient polymers with sealed electronics, its resistent to battlefield wear and is straightforward to maintain. In service with the Federal Legions it is ubiquitous. While it is available as a standalone GPMG for vehicle or tripod mounts, fielding one on foot without the Smartgun harness generally raises eyebrows.
MESSM smartgun │TL: 11│ Range: 800m │Damage: 3d6+3│ Mass: 15kg │ Mag: 200 │ Avail: 10+ │ Cost: Cr6500 │ Ammo: Cr200 │ Traits: Auto 4


































