Weapons

A wide range of weapons are available in Eclipse Phase, from the primitive to the technologically advanced.

Melee Weapons

Melee weapons are those wielded by hand (or foot) in melee combat.

Title Damage Cost
Bioware Claws 1d10 +1 -1AP Low
Club 1d10 +2 Trivial
Cyberclaws 1d10 +3 -2AP Low
Densiplast Gloves 1d10 +2 Trivial
Diamond Ax 2d10 +3 -3AP Low
Digging Claws 1d10 +2 -1AP Low
Eelware Shock Low
Extendable Baton 1d10 +2 Trivial
Flex Cutter 1d10 +3 -1AP Low
Knife 1d10 +2 -1AP Trivial
Monofilament Sword 2d10 +2 -4AP Low
Monowire Garrote 3d10 -8AP Moderate
Plasma Blade 2d10 +8 -8AP High
Shock Baton 1d10 +2 + Shock Low
Shock Gloves 1d10 + Shock Low
Vibroblade 2d10 -2AP Low
Wasp Knife 1d10 +2 -1AP + Payload Low

Kinetic Weapons

Kinetic weapons damage the target by ring a hard impact projectile at high-velocities. Slugthrowers have evolved from the mechanical rearms of the early 21st century, however, and now fall into two categories: chemical rearms and railguns. Though their mechanisms for ring are different, they are roughly similar in effect. Railguns have a higher penetration and inflict more damage, which is offset by more limited ammunition choices. While modern beam weapons have their uses, they rarely match the punch of kinetic weapons, therefore slugthrowers are still perceived as the most versatile and effective weapon system.

Kinetic weapons are constructed from lightweight, reinforced plastoceramic materials, which are easily produced even without nanofabrication. By default, modern kinetic weapons are ambidextrous but more importantly feature safety and smartlink systems (p. 343) that automatically connect to the wielder’s mesh inserts for ring assistance, target recognition, and tactical networking.

Title Damage Cost
Automatic Rifle 2d10 +6 -6AP Moderate
Heavy Pistol 2d10 +4 -4AP Low
Light Pistol 2d10 Low
Machine Gun 2d10 +6 -4AP High
Medium Pistol 2d10 +2 -2AP Low
Railgun Automatic Rifle 2d10 +8 -9AP High
Railgun Heavy Pistol 2d10 +6 -7AP Moderate
Railgun Light Pistol 2d10 +2 -3AP Moderate
Railgun Machine Gun 2d10 +8 -7AP Expensive
Railgun Medium Pistol 2d10 +4 -5AP Moderate
Railgun Sniper Rifle 2d10 +8 -15AP Expensive
Railgun Submachine Gun 2d10 +5 -5AP High
Sniper Rifle 2d10 +6 -12AP High
Submachine Gun 2d10 +3 -2AP Moderate

Beam Weapons

Beam weapons is a broad category for a number of electromagnetic weapons with a wide range of effects. With a few exceptions, energy weapons are primarily used for less-than-lethal purposes, designed to impair the target rather than kill it. Their poor performance against armor, lesser ability to damage targets, and high power requirements make them less versatile than kinetic weapons. All beam weapons come with built-in safety and smartlink systems (p. 342).

Title Damage Cost
Laser Pulser 2d10 + Subdual Moderate
Microwave Agonizer 2d10 -5AP + Pain Moderate
Particle Beam Bolter 2d10 +4 -2AP High
Plasma Cutter 2d10 +8 -8AP High
Plasma Rifle 3d10 +20 -8AP Expensive
Stunner 1d10 + Shock Moderate

Seekers

Seekers are a combination of automatic grenade launcher, micromissile, coilgun, and smart munitions technology. Unlike traditional launchers of the past, miniaturization allows the manufacture of seeker micromissile launchers in personal weapon sizes. Seeker rounds are red at high-velocity via rings of magnetic coils, after which the micromissile or minimissile uses scramjet technology to propel itself and maintain high velocities over great distances.

Title Damage Cost
Disposable Launcher Moderate
Micromissile Seeker Rifle High
Minimissile Seeker Rifle High
Seeker Armband Moderate
Seeker Pistol Moderate

Explosives

Grenades and seeker missiles come in similar muni- tions packages and with similar trigger mechanisms, though their packaging, physical form, and methods of application differ.

Grenades are available in standard form or as microgrenades. Similarly, missiles are available in standard, minimissile, or micromissile sizes. Listed costs are for 10 grenades/missiles.

Title Damage Cost
Antimatter Grenade Yes (Ignores armor) Variable
Concussion Grenade 1d10 Moderate
Electromagnetic Pulse Grenade High
Frag Grenade 3d10 +6 -4AP Moderate
Gas/Smoke Grenade Payload Low
High-Explosive Grenade 3d10 +10 Moderate
Overload Grenade 1d10 (Ignores armor) Moderate
Plasmaburst Grenade 3d10 +10 -6AP High
Splash Grenade Payload Low
Thermobaric Grenade 3d10 +5 -10AP High

Spray Weapons

Spray weapons blast their ammunition outwards in a widening cone, allowing them to strike several targets at once. By default, spray weapons are equipped with safety and smartlink systems.

Title Damage Cost
Buzzer Payload Moderate
Freezer Subdual, Payload Moderate
Shard Pistol 1d10 +6 -10AP Low
Shredder 2d10 +5 -10AP Moderate
Sprayer Payload Low
Torch 3d10 -4AP Moderate

Exotic Ranged Weapons

These weapons are either rare or distinctly separate from other weapons types.

Title Damage Cost
Vortex Ring Gun Payload, Subdual Moderate
Title Damage Cost
Underbarrel Seeker Moderate

Explosives

Grenades and seeker missiles come in similar muni- tions packages and with similar trigger mechanisms, though their packaging, physical form, and methods of application differ.

Grenades are available in standard form or as microgrenades. Similarly, missiles are available in standard, minimissile, or micromissile sizes. Listed costs are for 10 grenades/missiles.

Title Damage Extra Cost
Concussion Micromissile -10 for one turn, failing SOMx2 stuns Moderate
Concussion Minimissile 1d10 -10 for one turn, failing SOMx2 stuns Moderate
Concussion Missile 1d10 -10 for one turn, failing SOMx2 stuns Moderate
Electromagnetic Pulse Micromissile Radio range reduced by 90% High
Electromagnetic Pulse Minimissile Radio range reduced by 90% High
Electromagnetic Pulse Missile Radio range reduced by 90% High
Frag Micromissile 2d10 +6 -4AP Moderate
Frag Minimissile 3d10 +6 -4AP Moderate
Frag Missile 6d10 +12 -4AP Moderate
Gas/Smoke Micromissile Payload Low
Gas/Smoke Minimissile Payload Low
Gas/Smoke Missile Payload Low
High-Explosive Armor-Piercing Micromissile 2d10 +12 -8AP Moderate
High-Explosive Armor-Piercing Minimissile 3d10 +12 -8AP Moderate
High-Explosive Armor-Piercing Missile 6d10 +24 -8AP Moderate
High-Explosive Micromissile 2d10 +10 Moderate
High-Explosive Minimissile 3d10 +10 Moderate
High-Explosive Missile 6d10 +20 Moderate
Overload Micromissile 1d10 (Ignores armor) Flee if SOM+WIL is failed, 30+ MoF stuns for 3 turns Moderate
Overload Minimissile 1d10 (Ignores armor) Flee if SOM+WIL is failed, 30+ MoF stuns for 3 turns Moderate
Overload Missile 1d10 (Ignores armor) Flee if SOM+WIL is failed, 30+ MoF stuns for 3 turns Moderate
Plasmaburst Micromissile 2d10 +10 -6AP High
Plasmaburst Minimissile 3d10 +10 -6AP High
Plasmaburst Missile 6d10 +20 -6AP High
Splash Micromissile Payload Low
Splash Minimissile Payload Low
Splash Missile Payload Low
Thermobaric Micromissile 2d10 +5 -10AP High
Thermobaric Minimissile 3d10 +5 -10AP High
Thermobaric Missile 6d10 +10 -10AP High

Ammunition

Ammunition is de ned by its various types (standard, gel, APDS, etc.) and by the class of gun (light pistol, heavy pistol, SMG, etc.). For simplicity, each gun can trade ammunition with another gun of its class, though ammunition for firearms and railguns is not exchangeable. For example, all railgun SMGs can share ammo.

Title Damage Extra Cost
Accushot Ammo Ignores range modifiers Low
Armor-Piercing Ammo -5AP Low
Biter Ammo 1d10 Low
Bug Ammo -1d10 1AP Low
Capsule Ammo 1AP Payload Releases payload after penetration Trivial
Flayer Ammo 2d10 Low
Flux Ammo Low
Hollow-Point Ammo 1d10 2AP Trivial
Homing Ammo +10 accuracy Low
Jammer Ammo Jams target comms w/Interfacing 50 Low
Laser-Guided Ammo +10 accuracy Low
Plastic Ammo -10AP Trivial
Proximity Ammo +2 -1AP MoF ≤10 causes 1d10 AoE Moderate
Reactive Ammo +2 -2AP High
Reactive Armor-Piercing Ammo -6AP Moderate
Regular Ammo Trivial
Splash Ammo Payload Releases payload on impact Trivial
Zap Ammo 2AP Shock Trivial
Zero Ammo +10 attack with each shot/burst Low
Title Damage Extra Cost
Arm Slide Low
Extended Magazine Low
Flash Suppressor -10 to spot flash Low
Gyromount Ignore movement modifiers Moderate
Imaging Scope Low
Laser Sight +10 accuracy Low
Safety System Low
Shock Safety Moderate
Silencer/Sound Suppressor Moderate
Smart Magazine Moderate
Smartlink +10 accuracy Moderate
Sticky grenades Trivial