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Weapons Table

Melee Weapons
Artefact Melee Weapons
Thrown Weapons
Bows and Crossbows
Slug Guns
Energy Guns
Weapons Chart
Weapon Cost Tech Lvl Damage Short Range Long Range Reload Shots Comments

Melee Weapons

Knife
2 F
1
1k2
n/a
n/a
n/a
n/a
 
Dirk
4 F
1
1k2
n/a
n/a
n/a
n/a
 
Stiletto
4 F
1
0k2
n/a
n/a
n/a
n/a
(+1 die to hit)
Main Gauche
4 F
1
1k2
n/a
n/a
n/a
n/a
 
Rapier
10 F
1
2k2
n/a
n/a
n/a
n/a
 
Cutlass
7 F
1
3k2
n/a
n/a
n/a
n/a
(-1 die to hit)
Claymore
8 F
1
4k2
n/a
n/a
n/a
n/a
(-1 die to hit)
Broadsword
15 F
1
4k2
n/a
n/a
n/a
n/a
(-1 die to hit)
Scimitar
20 F
1
3k2
n/a
n/a
n/a
n/a
Two-handed
Two-Handed Sword
30 F
1
3k3
n/a
n/a
n/a
n/a
(-1 die to hit)
Axe
5 F
1
3k2
n/a
n/a
n/a
n/a
 
Club
0
1k2
n/a
n/a
n/a
n/a
 
Mace
10 F
1
2k2
n/a
n/a
n/a
n/a
 
Flail
4 F
1
1k2
n/a
n/a
n/a
n/a
 
Buckler
7 F
1
1k1
n/a
n/a
n/a
n/a
 

Artefact Melee Weapons

Vibroblade
+100 F
6
+k1
n/a
n/a
n/a
n/a
Can be added to a regular weapon.  Energy shields are at -1
Wireblade
10,000F+
6
2k3
n/a
n/a
n/a
n/a
Ignores armour but not energy shields
Flux Sword
15,000F+
7
4k2
n/a
n/a
n/a
n/a
Can leak through energy shields
Mist Sword
30,000F+
8
4k2
n/a
n/a
n/a
n/a
Can leak through energy shields

Thrown Weapons

Knife
2 F
1
1k2
(3+Brawn) m = -0 to hit
(5+2*Brawn) m = -5 to hit
n/a
1
 
Throwing knife
2 F
1
1k1
(3+Brawn) m = -0 to hit
(5+2*Brawn) m = -5 to hit
n/a
1
+5 to hit
Star
2 F
1
0k1
(3+Brawn) m = -0 to hit
(5+2*Brawn) m = -5 to hit
n/a
1
+5 to hit
Dart
2 F
1
0k1
(3+Brawn) m = -0 to hit
(5+2*Brawn) m = -5 to hit
n/a
1
+5 to hit
Rock
0
0k1
(3+Brawn) m = -0 to hit
(5+2*Brawn) m = -5 to hit
n/a
1
 

Bows and Crossbows

Hunting Bow
5 F
1
2k2
75 m = -5 to hit
150 m = -10 to hit
1 action
1
 
Long Bow
10 F
1
2k2
100 m = -5 to hit
200 m = -10 to hit
1 action
1
 
Target Bow
7 F
1
1k2
100 m = -5 to hit
200 m = -10 to hit
1 action
1
 
Hand Crossbow
7 F
1
1k3
25 m = -5 to hit
50 m = -10 to hit
5 actions
1
 
Med Crossbow
10 F
1
2k3
50 m = -5 to hit
100 m = -10 to hit
6 actions
1
 
Hvy Crossbow
15 F
1
3k3
50 m = -5 to hit
100 m = -10 to hit
6 actions
1
 

Slug Guns

Derringer
50 F
3
3k2
3 to 15 m = -5 to hit
30 m = -10 to hit
2 actions
4
 
Lt Revolver (.32)
100 F
4
3k3
25 m = -0 to hit
50 m = -5 to hit
2 actions
6
 
Lt Autofeed (.32)
150 F
4
3k3
25 m = -5 to hit
50 m = -10 to hit
2 actions
13
 
Med Revolver (.40)
200 F
4
4k3
50 m = -0 to hit
100 m = -5 to hit
2 actions
6
 
Med Autofeed (.40)
250 F
4
4k3
50 m = -5 to hit
100 m = -10 to hit
2 actions
10
 
Hvy Revolver (.47)
250 F
4
4k4
75 m = -0 to hit
150 m = -5 to hit
2 actions
6
 
Hvy Autofeed (.47)
300 F
4
4k4
75 m = -5 to hit
150 m = -10 to hit
2 actions
8
 
Assault Rifle (.40)
500 F
4
5k3
50-100 m = -5 to hit
200 m = -10 to hit
2 actions
30
Capable of autofire
Sniper Rifle (10mm)
350 F
4
5k3
150 m = -0 to hit
300 m = -5 to hit
2 actions
5
 
SMG (.40)
350 F
4
4k3
75 m = -5 to hit
150 m = -10 to hit
2 actions
20
Capable of autofire
Shotgun
300 F
4
6k3
3 to 40 m = -5 to hit
80 m = -10 to hit
2 actions
7
 

Energy Guns

Palm Laser
200 F
6
3k2
3 to 15 m = -5 to hit
30 m = -10 to hit
2 actions
7
 
Laser Pistol
300 F
6
4k3
25 m = -0 to hit
50 m = -5 to hit
2 actions
15
 
Laser Rifle
500 F
6
5k3
75 m = -0 to hit
150 m = -5 to hit
2 actions
23
 
Assault Laser
700 F
6
6k3
50 m = -0 to hit
100 m = -5 to hit
2 actions
20
 
Blaster Pistol
700 F
7
5k3
25 m = -5 to hit
50 m = -10 to hit
2 actions
10
Can leak through energy shields
Blaster Rifle
1000 F
7
6k4
50 m = -5 to hit
100 m = -10 to hit
2 actions
15
Can leak through energy shields
Blaster Shotgun
1200 F
7
6k4
25 m = -0 to hit
50 m = -5 to hit
2 actions
8
Can leak through energy shields.
Screecher (Sonic)
300 F
6
4k3
25 m = -0 to hit
50 m = -5 to hit
2 actions
15
Halve damage for target wearing ear protection.
Flamegun
150 F
5
4k3 + HD
10 m = -0 to hit
20 m = -5 to hit
5 actions
10
Every 10 rolled represents heat damage that will continue next turn; roll a die for each 10 next turn, apply the damage and continue to carry the 10s over to the following turn.
Rocketeer
400 F
5
6k4
50 m = -10 to hit
100 m = -15 to hit
5 actions
5
 
Stunner
300 F
6
3k3
10 m = -0 to hit
20 m = -5 to hit
2 actions
15
+5 to hit. If the target takes ANY damage from a Stunner, roll Brawn vs. the damage taken from the stunner only (not counting previous Flesh Wounds. If the roll fails, Target is stunned for this turn (losing any remaining actions) and the next. On a Botch the target falls unconscious. Stun damage heals at the end of the scene.

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