Weapons
A wide range of weapons are available in Eclipse Phase, from the primitive to the technologically advanced.
- Vehicles
- Survival Gear
- Alien Relics
- Substances
- Weapons
- Exotic Melee Weapons
- Spray Weapons
- Seekers
- Melee Weapons
- Kinetic Weapons
- Explosives
- Exotic Ranged Weapons
- Beam Weapons
- Ammunition
- Weapon Accessories
- Software
- Nanotechnology
- Communications
- Espionage
- Everyday Technology
- Morphs
- Personal Augmentations
- Standard Augmentations
- Cosmetic Mods
- Enhanced Senses
- Mental Augmentations
- Nanoware
- Physical Augmentations
- Robotic Enhancements
- Software Plug-Ins
- Scavenger Tech
- Services
- Smart Animals
- Armor
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 |
Title | Damage | Firing Modes | Rounds | Cost |
---|---|---|---|---|
Automatic Rifle | 2d10 +6 -6AP | SA, BF, FA | 30 | Moderate |
Heavy Pistol | 2d10 +4 -4AP | SA, BF, FA | 10 | Low |
Light Pistol | 2d10 | SA, BF, FA | 16 | Low |
Machine Gun | 2d10 +6 -4AP | BF, FA | 50 | High |
Medium Pistol | 2d10 +2 -2AP | SA, BF, FA | 12 | Low |
Railgun Automatic Rifle | 2d10 +8 -9AP | SA, BF, FA | 30 | High |
Railgun Heavy Pistol | 2d10 +6 -7AP | SA, BF, FA | 12 | Moderate |
Railgun Light Pistol | 2d10 +2 -3AP | SA, BF, FA | 16 | Moderate |
Railgun Machine Gun | 2d10 +8 -7AP | BF, FA | 50 | Expensive |
Railgun Medium Pistol | 2d10 +4 -5AP | SA, BF, FA | 12 | Moderate |
Railgun Sniper Rifle | 2d10 +8 -15AP | SA | 12 | Expensive |
Railgun Submachine Gun | 2d10 +5 -5AP | SA, BF, FA | 20 | High |
Sniper Rifle | 2d10 +6 -12AP | SA | 12 | High |
Submachine Gun | 2d10 +3 -2AP | SA, BF, FA | 20 | Moderate |
Title | Damage | Firing Modes | Rounds | Cost |
---|---|---|---|---|
Laser Pulser | 2d10 + Subdual | SA, SS | 50 | Moderate |
Microwave Agonizer | 2d10 -5AP + Pain | SA | 50 | Moderate |
Particle Beam Bolter | 2d10 +4 -2AP | SA | 50 | High |
Plasma Cutter | 2d10 +8 -8AP | SA | 20 | High |
Plasma Rifle | 3d10 +20 -8AP | SA | 10 | Expensive |
Stunner | 1d10 + Shock | SA | 200 | Moderate |
Title | Damage | Firing Modes | Rounds | Cost |
---|---|---|---|---|
Disposable Launcher | SS | 1 | Moderate | |
Micromissile Seeker Rifle | SA | 12 | High | |
Minimissile Seeker Rifle | SA | 6 | High | |
Seeker Armband | SS | 4 | Moderate | |
Seeker Pistol | SA | 8 | Moderate |
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 |
Title | Damage | Firing Modes | Rounds | Cost |
---|---|---|---|---|
Buzzer | Payload | SS | 3 | Moderate |
Freezer | Subdual, Payload | SA | 20 | Moderate |
Shard Pistol | 1d10 +6 -10AP | SA, BF, SA | 100 | Low |
Shredder | 2d10 +5 -10AP | SA, BF, FA | 100 | Moderate |
Sprayer | Payload | SA | 20 | Low |
Torch | 3d10 -4AP | SS | 20 | Moderate |
Title | Damage | Cost |
---|---|---|
Vortex Ring Gun | Payload, Subdual | Moderate |
Title | Damage | Firing Modes | Rounds | Cost |
---|---|---|---|---|
Underbarrel Seeker | SA | 6 | Moderate |
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 |
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 |