Equipment and Trade

Equipment in the Lethean Age

Most equipment is old-world manufacture, salvage, repair, imitation, or local adaptation. A sword may be simple. A pistol may be older than any mountain name the character knows. A clean bandage may be more valuable than jewelry if the settlement has no medic.

Equipment matters because it does work.

Equipment Grade

Two rifles sit on the trader's blanket. Both fire large-class ammunition. Both weigh roughly the same. One was assembled in a Freehold shop from three different scavenged receivers and a hand-filed barrel. The other was pulled sealed from a peak-era armoury cache, its tolerances tighter than anything a surface smith can reproduce. The second rifle hits harder, more often, and at longer effective range. The difference is grade.

Grade is an integer. Most equipment is grade 0 -- functional baseline manufacture. Each grade above zero adds +1 to the item's core contribution (attack rolls, damage, AC, save DCs, or ability checks, depending on category). Each grade below zero imposes a -1 penalty. A grade +2 weapon is a +2 weapon. A grade -1 suit of armor provides 1 less AC than the same armor at grade 0.

Grade Designation What it usually means
-2 or lower Corroded Severe degradation, botched field repair, parts from incompatible donors. The weapon fires; you would rather it did not.
-1 Worn Partial decay, poor storage, rough handling across too many owners. Still works. Not well.
0 Standard Baseline old-world manufacture. The vast majority of equipment in circulation.
+1 Superior Select materials, expert hand, or unusually good preservation. A noticeable edge.
+2 Exceptional Master-grade alloys, miasma-treated components, or a sealed cache find in original packing. Rare enough to be recognized.
+3 Relic Peak old-world engineering or Vril-ya craft. A settlement might build a reputation around owning one.
+4 or higher Artifact Unique. Often Vril-ya manufacture or unknown origin. The kind of thing that changes who controls a trade route.

There is no defined ceiling or floor. In practice, grades below -2 and above +4 are vanishingly rare.

What grade does at the table

Category Grade effect
Weapons +grade to the attack roll and the damage roll.
Armor +grade to base AC.
Shields +grade to the shield's AC bonus.
Ordnance +grade to the save DC and the damage roll.
Tools +grade to ability checks made using the tool.
Ammunition +grade to the attack roll and the damage roll when fired (see below).

Vehicles, mounts, and adventuring gear do not carry grades unless a specific item says otherwise.

Grade and ammunition

Ammunition can have its own grade. When a graded weapon fires graded ammunition, the grades stack. A grade +1 rifle firing grade +2 rounds applies +3 to the attack and damage rolls. A grade +2 rifle firing grade 0 rounds applies +2. A grade -1 weapon firing grade +1 rounds applies +0 -- the good ammunition compensates for the bad barrel, and vice versa.

This is why high-grade ammunition is worth more than its weight in trade goods. A standard weapon loaded with exceptional rounds hits like a better weapon. A Freehold militia with grade 0 rifles and a crate of grade +2 rounds from a sealed cache can punch above its weight until the crate runs dry.

Attunement and grade degradation

There is a cost. When ammunition with a grade above 0 is attuned to a new weapon (§attunement), the miasma reshaping risks degrading the ammunition's precision. The character performing the attunement makes an INT check or a relevant tool proficiency check (Repair Kit or Hacking Rig, World Master's call):

DC = 10 + (2 x ammo grade)

On a success, the grade is preserved. On a failure, the ammunition's grade drops by 1. Grade 0 or lower ammunition is not subject to degradation -- there is nothing left to lose.

The check is made once per attunement attempt, regardless of how many rounds are in the batch. The whole batch succeeds or degrades together.

This means high-grade ammunition that already fits your weapon is significantly more valuable than high-grade ammunition that needs reshaping. A box of grade +3 rounds attuned to a weapon you already carry is a treasure. The same box attuned to a weapon you do not own is a gamble -- and the higher the grade, the harder the check, the more you stand to lose. Grade +1 rounds attune easily (DC 12). Grade +3 rounds demand real skill (DC 16). Grade +4 rounds are the kind of thing you bring to the best technician in the settlement and hope.

Grade floor

Grade penalties cannot reduce damage below 1. A corroded weapon in the hands of a weak character still draws blood on a hit. The blow landed; it does something.

Grade, rarity, and Market Tier

Grade, rarity, and Market Tier are three independent axes.

A common weapon is usually grade 0. A common weapon found in pristine condition inside a sealed vault might be grade +1 -- same design, better specimen. A legendary weapon is not automatically high-grade; "legendary" means almost nobody has one, not that it necessarily hits harder. In practice, higher-rarity items and items from higher Market Tiers tend toward higher grades, but the correlation is a tendency, not a rule. A cargo-cult festival armor cobbled from three different relics may be rare, culturally priceless, and mechanically grade -1 because the pieces do not quite fit together.

Recognizing grade

Nobody in the world calls it "grade." A character who picks up a weapon and swings it knows whether it feels right. A smith who examines a blade knows whether the steel was folded well or hammered cold. A technician who opens a firearm's receiver can see whether the tolerances are factory or field-cut.

At the table, grade is revealed when the item is appraised, tested, or used. The World Master may call for an INT check (for a technological item) or a relevant tool proficiency check (Repair Kit, Hacking Rig) to identify grade before committing to a trade. Some items announce their quality on sight: a Vril-ya blade that never dulls does not need an appraisal. Others hide it: a sealed pre-collapse rifle looks like any other rifle until someone fires it and notices the grouping.

Why grade exists in the world

The old world manufactured at scales and tolerances the surface world cannot reproduce. A factory that stamp-cut a million identical receivers produced grade 0 equipment by default -- reliable, interchangeable, adequate. The same factory's precision line, using select alloys and tighter quality gates, produced grade +1 or +2 equipment for military and specialist use. Peak-era facilities and Vril-ya craft went further still, incorporating miasma-reactive materials and Lattice-integrated components that modern smiths cannot replicate or fully understand.

Negative grades come from the other direction. Time, radiation, incomplete repair, and the simple entropy of geological ages degrade what was once standard. A grade -1 weapon is not a different design -- it is a grade 0 weapon that has been through too much.

Grade is not enchantment. There is no magic in a +2 rifle. There is precision, material science, and the accumulated engineering of a civilization that had millions of years to refine its tools before it forgot everything.

Weapons

Weapons are grouped by how they resolve at the table.

Weapon kindUsual statNotes
MeleeSTRBladed, blunt, hafted, or improvised close weapons.
Finesse meleeSTR or DEXPrecise weapons that reward strength or agility.
Mechanical rangedDEXBows, crossbows, and similar weapons.
Ballistic rangedDEXPistols, rifles, shotguns, and related firearms.
Energy weaponsVariesHeat, plasma, radiation, light, or coherent energy.
Psionic weaponsVariesRequire miasma contact and the rule named by the item.

Some weapons are easy to understand. Others are relics that work because a settlement preserved the right handling ritual.

Weapon features

A weapon's features tell you how it behaves at the table. Every weapon carries a set of base properties, a possible mastery property for characters trained into one, and any high-tech features its design happens to include.

These lists are working drafts. Names, thresholds, and stacking rules will be tightened once the high-tech weapon roster is filled in.

Base properties

Every weapon may have zero or more.

Mastery properties

Usable only by characters with the Weapon Mastery feature (or another feature that unlocks the property).

High-tech features

New properties for ballistic, energy, and psionic weapons. Not all of these are balanced against one another yet; treat the numbers as placeholders.

Rate of fire

Like any other property, a weapon can carry any mix of these. Each is invoked independently before rolling to hit.

Power and reliability

Feed and power source

Weapon roster (working list)

This is the working brainstorm of recoverable and surface-made weapon designs. It is intentionally broad. Entries may overlap or duplicate one another across categories. The traditional historical-pattern entries (Simple and Martial sections below) carry stable damage, range, properties, and weight. The high-tech rosters that follow are still pending a balance pass and are listed as -tbd-.

Use this list as a salvage catalogue, not a locked roster. Some entries may be consolidated, renamed, or cut as the weapon system is tightened.

The Traits column lists base and high-tech properties first, then the weapon's mastery property after a semicolon. Mastery properties are usable only by characters whose features unlock them (see Mastery properties above).

Simple melee weapons

Hand-made and salvage-grade close weapons. Any settled smith or patient wanderer can produce these from common stock and time. They are the most common weapons in the surface world, and the ones that turn up in every freehold's wall-rack.

NameDamageRangeTraitsWeightCost
Club1d4 bludgeoning--Light; Slow2 lb.-tbd-
Belt knife1d4 piercing20/60Finesse, Light, Thrown; Nick1 lb.-tbd-
Greatclub1d8 bludgeoning--Two-Handed; Push10 lb.-tbd-
Belt axe1d6 slashing20/60Light, Thrown; Vex2 lb.-tbd-
Javelin1d6 piercing30/120Thrown; Slow2 lb.-tbd-
Smith's hammer1d4 bludgeoning20/60Light, Thrown; Nick2 lb.-tbd-
Mace1d6 bludgeoning----; Sap4 lb.-tbd-
Walking staff1d6 bludgeoning--Versatile (1d8); Topple4 lb.-tbd-
Harvest sickle1d4 slashing--Light; Nick2 lb.-tbd-
Spear1d6 piercing20/60Thrown, Versatile (1d8); Sap3 lb.-tbd-

Club

A short, weighted swung weapon. The first weapon a child learns to carry and the last weapon many adults ever own.

Belt knife

A short, single-edged blade worn at the hip. Tool first, weapon second; the line between the two is the wearer.

Greatclub

A two-handed weighted club. Cheap, carriable, and devastating against a braced door.

Belt axe

A single-hand throwing axe, balanced for the hand or the throw. Common stock in any freehold smith's bin.

Javelin

A thrown spear with a hand-shaved haft. Easy to teach. Easy to lose under fire.

Smith's hammer

A compact peening hammer pulled from a foundry rack and put to other use. Plenty of foundry hands have killed with one without ever calling it a weapon.

Mace

A short haft with a heavy striking head. Built to crack armor where edges turn.

Walking staff

A long staff sized to the carrier. The walking stick that is also the weapon. Carried openly where blades would be challenged.

Harvest sickle

A curved blade meant for grain. The settler's last weapon, kept inside the door against raiders the wall did not stop.

Spear

A long hafted thrusting weapon. Older than any settlement still standing and the commonest armed-villager weapon in the surface world.

Simple ranged weapons

The standard standoff weapons of the surface world. Cheap to produce, cheap to learn, and the ammunition is recoverable on the trail.

NameDamageRangeTraitsWeightCost
Weighted dart1d4 piercing20/60Finesse, Thrown; Vex1/4 lb.-tbd-
Hand-crank crossbow1d8 piercing80/320Ammunition (Bolt), Loading, Two-Handed; Slow5 lb.-tbd-
Hunter's bow1d6 piercing80/320Ammunition (Arrow), Two-Handed; Vex2 lb.-tbd-
Shepherd's sling1d4 bludgeoning30/120Ammunition (Bullet); Slow---tbd-

Weighted dart

A short, heavy needle thrown overhand. Quiet at short range. A hunter's tool more than a soldier's.

Hand-crank crossbow

A light two-handed crossbow with a hand-cranked spanning hook. Slow to load, accurate enough that a freehold militiaman with one is worth two with a bow.

Hunter's bow

A short bow sized for the trail. Standard kit on the open road; the first weapon most wanderers learn to draw.

Shepherd's sling

A weighted pouch on twin cords. The ammunition is the ground at your feet. Older than recorded craft and likely to outlive it.

Martial melee weapons

Smith-grade close weapons that reward training. Most settled holds keep a master smith who can produce these to pattern; wanderers acquire them as inheritance, prize, or salvage. The peak-era patterns survive in foundry holds that kept the craft.

NameDamageRangeTraitsWeightCost
Hold axe1d8 slashing--Versatile (1d10); Topple4 lb.-tbd-
Spike flail1d8 bludgeoning----; Sap2 lb.-tbd-
Wall glaive1d10 slashing--Heavy, Reach, Two-Handed; Graze6 lb.-tbd-
Cleaver greataxe1d12 slashing--Heavy, Two-Handed; Cleave7 lb.-tbd-
Hold greatblade2d6 slashing--Heavy, Two-Handed; Graze6 lb.-tbd-
Watch halberd1d10 slashing--Heavy, Reach, Two-Handed; Cleave6 lb.-tbd-
Saddle lance1d10 piercing--Heavy, Reach, Two-Handed (unless mounted); Topple6 lb.-tbd-
Hold longblade1d8 slashing--Versatile (1d10); Sap3 lb.-tbd-
Foundry maul2d6 bludgeoning--Heavy, Two-Handed; Topple10 lb.-tbd-
Spiked star1d8 piercing----; Sap4 lb.-tbd-
Formation pike1d10 piercing--Heavy, Reach, Two-Handed; Push18 lb.-tbd-
Foundry rapier1d8 piercing--Finesse; Vex2 lb.-tbd-
Caravan saber1d6 slashing--Finesse, Light; Nick3 lb.-tbd-
Soldier's blade1d6 piercing--Finesse, Light; Vex2 lb.-tbd-
Brinefork trident1d8 piercing20/60Thrown, Versatile (1d10); Topple4 lb.-tbd-
Plate-cracker hammer1d8 bludgeoning--Versatile (1d10); Push5 lb.-tbd-
War pick1d8 piercing--Versatile (1d10); Sap2 lb.-tbd-
Long lash1d4 slashing--Finesse, Reach; Slow3 lb.-tbd-

Hold axe

A single-edge battle axe on a swing-tuned haft. Widespread in hold militias; cheap to maintain, hard to outgrow.

Spike flail

A spiked head on a chain or hinged haft. Defeats parry and shield-rim alike.

Wall glaive

A single-edged blade on a long pole. The defender's weapon on a freehold wall, where reach matters more than mobility.

Cleaver greataxe

A two-handed wide-bit axe. Built to part shield and limb in one swing.

Hold greatblade

A two-handed war sword. A peak old-world pattern preserved by the foundries that kept the craft. Carrying one in a freehold reads as both threat and statement.

Watch halberd

An axe-spike-hook polearm. The standard crowd weapon for hold guards; the hook fetches a rider out of a saddle.

Saddle lance

A long mounted reach-spear. Awkward on foot, decisive from the saddle of a trained mount.

Hold longblade

A hand-and-a-half straight sword. The smith's masterwork in any settled hold, and the inheritance that fathers train their sons toward.

Foundry maul

A two-handed sledge with a banded head. Foundry-floor implement turned battlefield finisher.

Spiked star

A heavy spiked head on a short haft. Brutal against unhardened armor; common where smiths are short on subtler patterns.

Formation pike

A long thrusting spear. A crowd weapon used by trained ranks; one pike does little, twenty pikes hold a road.

Foundry rapier

A slim thrusting blade. Personal-defense pattern favored in foundry holds where dueling persists as a settled custom.

Caravan saber

A curved single-edge sword. The trail guard's standard, easy to draw from horseback and easy to swing in a column.

Soldier's blade

A short, straight single-hand sword. The standard sidearm of the settled world, paired with a shield or a free hand.

Brinefork trident

A three-tined spear of salt-fisher origin. Fights as a polearm, throws as a spear, and goes back to the catch when the fight is done.

Plate-cracker hammer

A heavy hammer on a long haft. Anti-armor pattern, built to break through where edges turn.

War pick

A pointed pick-head on a one-handed haft. Drives through plate where blades fail; useless against soft targets.

Long lash

A weighted whip. Reach without a reach weapon's bulk; preferred by slavers, drovers, and the occasional duelist who likes to embarrass their opponent before drawing the blade.

Martial ranged weapons

Smith-grade and powder-grade standoff weapons. The crossbows and bows are produced in any settled hold with a master bowyer; powder weapons require a freehold or foundry with a working powder mill. Powder ammunition is heavy, finicky, and worth its weight in trade.

NameDamageRangeTraitsWeightCost
Dart-pipe1 piercing25/100Ammunition (Arrow / Bolt), Loading; Vex1 lb.-tbd-
Sleeve crossbow1d6 piercing30/120Ammunition (Bolt), Light, Loading; Vex3 lb.-tbd-
Wall crossbow1d10 piercing100/400Ammunition (Bolt), Heavy, Loading, Two-Handed; Push18 lb.-tbd-
Longbow1d8 piercing150/600Ammunition (Arrow), Heavy, Two-Handed; Slow2 lb.-tbd-
Powder musket1d12 piercing40/120Ammunition (Bullet), Loading, Two-Handed; Slow10 lb.-tbd-
Powder pistol1d10 piercing30/90Ammunition (Bullet), Loading; Vex3 lb.-tbd-
Capture net--5/15Thrown, Special3 lb.-tbd-

Dart-pipe

A long blowpipe firing weighted needles. Quiet and short-ranged; common with hunters who prefer the dart be poisoned.

Sleeve crossbow

A one-handed mechanical bow small enough to conceal under a coat. Favored by caravan factors who do not want to draw openly.

Wall crossbow

A heavy, cranked two-handed crossbow mounted at a freehold's wall or carried by braced infantry. Punches through plate at battle range.

Longbow

A long-draw bow built for standoff range. The standard archer's weapon; the draw weight is the practice.

Powder musket

A smoothbore powder-fired long arm. Surface manufacture in any freehold with a working powder mill, and the most common firearm in the settled world. Loud, slow to load, devastating on first contact.

Powder pistol

A powder-fired sidearm. The fallback of any traveler who can afford the powder; one shot, then a knife.

Capture net

A weighted throwing net. Restraint, not kill. A Large or smaller creature hit by the net is Restrained until it frees itself or is freed (DC 10 STR check, or 5 slashing damage to the net at AC 10). Useless against the formless or anything Huge or larger.

Kinetic and projectile

NameDamageRangeTraitsWeightCost
Railgun / gauss rifle2d6 piercing150/600Ammunition (Large), Fitted, Heavy, Two-Handed; Slow12 lb.-tbd-
Gauss SMG1d8 piercing40/160Ammunition (Large), Fitted, Semi; Vex5 lb.-tbd-
Gauss pistol1d8 piercing40/160Ammunition (Small), Fitted; Vex3 lb.-tbd-
Mass drivernarrative scalenarrative scalenarrative scalenarrative scale-tbd-
Gyrojet pistol1d8 piercing50/200Ammunition (Small), Fitted; Vex3 lb.-tbd-
Flechette gun1d8 piercing20/80Ammunition (Small), Fitted; Sap4 lb.-tbd-
Shardgun / sliver rifle1d8 piercing40/160Ammunition (Large), Fitted, Two-Handed; Sap7 lb.-tbd-
Spike gun / nail driver1d10 piercing15/60Ammunition (Large), Fitted, Heavy, Two-Handed; Topple10 lb.-tbd-
Stake gun2d6 piercing10/30Ammunition (Large), Fitted, Heavy, Loading, Two-Handed; Push14 lb.-tbd-
Slugthrower1d10 piercing80/320Ammunition (Large), Heavy, Semi, Two-Handed; Slow8 lb.-tbd-
Hypervelocity dart rifle2d6 piercing150/600Ammunition (Large), Fitted, Heavy, Two-Handed; Slow11 lb.-tbd-
Sabot rifle1d12 piercing100/400Ammunition (Large), Heavy, Loading, Two-Handed; Push10 lb.-tbd-
Caseless burst rifle1d10 piercing80/320Ammunition (Large), Burst, Heavy, Two-Handed; Slow7 lb.-tbd-
Smartgun2d6 piercing80/320Ammunition (Large), Fitted, Heavy, Two-Handed; Vex9 lb.-tbd-
Auto-shotgun1d10 piercing20/80Ammunition (Large), Auto, Heavy, Two-Handed; Push9 lb.-tbd-
Man-portable autocannon2d8 piercing80/320Ammunition (Ordnance), Heavy, Recoil, Two-Handed; Slow28 lb.-tbd-
Dual rocket-round carbine2d6 piercing60/240Ammunition (Large), Fitted, Heavy, Semi, Two-Handed; Slow9 lb.-tbd-
Rocket-round carbine1d10 piercing60/240Ammunition (Large), Fitted, Heavy, Two-Handed; Slow7 lb.-tbd-
Needler1d6 piercing30/120Ammunition (Small), Fitted; Vex3 lb.-tbd-
Charged-bolt crossbow1d10 lightning80/320Ammunition (Arrow / Bolt), Two-Handed; Slow5 lb.-tbd-
Crystal gun1d6 piercing20/80Ammunition (Small), Fitted; Sap3 lb.-tbd-
Monofilament caster1d10 slashing15/60Ammunition (Large), Fitted, Two-Handed; Slow8 lb.-tbd-
Wire-guided harpoon2d6 piercing30/60Ammunition (Large), Fitted, Heavy, Loading, Two-Handed; Topple15 lb.-tbd-

Railgun / gauss rifle

Electromagnetic accelerator. Fires ferrous slugs at hypersonic velocity along a coil track.

Gauss SMG

Compact coil weapon. Burst-fire flechette slugs from a stacked magazine.

Gauss pistol

Sidearm coil weapon. Single-shot or short-burst metal slugs.

Mass driver

Vehicle-scale or emplaced coilgun. Anti-material kinetic punch.

Gyrojet pistol

Rounds are micro-rockets that ignite after leaving the barrel.

Flechette gun

Sprays a cloud of small dart-like projectiles.

Shardgun / sliver rifle

Crystal or polymer shards under gas or coil propulsion.

Spike gun / nail driver

Industrial-tool origin. Drives heavy fasteners through tissue and plate.

Stake gun

Heavy oversized spike driver. Pins or impales.

Slugthrower

Old-world conventional firearm. Chemical-propellant solid rounds.

Hypervelocity dart rifle

Long-barrel coilgun firing tungsten darts for armor penetration.

Sabot rifle

Discarding-sabot rounds. Subcaliber penetrator delivered in a carrier shell.

Caseless burst rifle

Combustible-cased rounds. Low mass, high cyclic rate.

Smartgun

Tracking optics paired with guided rounds that adjust mid-flight.

Auto-shotgun

Cyclic-feed combat shotgun. Spread or slug at handler's choice.

Man-portable autocannon

Heavy shoulder-fired cannon. Sustained high-caliber fire.

Dual rocket-round carbine

Twinned rapid-fire rocket-round array. Sustained anti-personnel suppression.

Rocket-round carbine

Rocket-propelled HE-round launcher. Each round ignites after a short flight.

Needler

Homing sliver swarm. Rounds track and converge on the target.

Charged-bolt crossbow

Crossbow-frame weapon that energizes its bolt at release.

Crystal gun

Fires brittle silica shards that fragment on impact.

Monofilament caster

Fires a projectile trailing a single-molecule cutting filament.

Wire-guided harpoon

Heavy projectile tethered to the launcher by signal cable.

Energy beams

NameDamageRangeTraitsWeightCost
Laser pistol1d8 fire60/240Ammunition (Energy), Cell-Fed, Light; Vex3 lb.-tbd-
Laser rifle1d10 fire120/480Ammunition (Energy), Cell-Fed, Heavy, Two-Handed; Slow8 lb.-tbd-
Pulse laser1d8 fire80/320Ammunition (Energy), Cell-Fed, Rapid, Two-Handed; Vex6 lb.-tbd-
Continuous-beam laser2d6 fire30/120Ammunition (Energy), Cell-Fed, Two-Handed; Slow9 lb.-tbd-
X-ray laser1d10 radiant150/600Ammunition (Energy), Cell-Fed, Heavy, Two-Handed; Slow10 lb.-tbd-
Gamma graser2d6 radiant60/240Ammunition (Energy), Cell-Fed, Heavy, Two-Handed; Slow12 lb.-tbd-
Maser2d6 fire30/120Ammunition (Energy), Cell-Fed, Coolant, Two-Handed; Sap9 lb.-tbd-
Heat ray1d10 fire60/240Ammunition (Energy), Cell-Fed, Two-Handed; Slow8 lb.-tbd-
Death ray2d8 radiant60/240Ammunition (Energy), Cell-Fed, Heavy, Two-Handed; Slow11 lb.-tbd-
Variable-effect projector1d8 radiant40/160Ammunition (Energy), Cell-Fed; Sap3 lb.-tbd-
Stun-calibrated projector0 damage40/160Ammunition (Energy), Cell-Fed, Special (target makes CON save DC 13 or is Incapacitated until end of their next turn)3 lb.-tbd-
Molecular shear beam1d10 force40/160Ammunition (Energy), Cell-Fed; Vex4 lb.-tbd-
Blaster1d10 fire40/160Ammunition (Energy), Cell-Fed; Vex4 lb.-tbd-
Disintegrator2d8 force30/120Ammunition (Energy), Cell-Fed, Heavy, Two-Handed; Slow10 lb.-tbd-
Plasma rifle2d6 fire60/240Ammunition (Energy), Cell-Fed, Coolant, Heavy, Two-Handed; Slow11 lb.-tbd-
Phased-plasma rifle2d6 fire60/240Ammunition (Energy), Cell-Fed, Coolant, Heavy, Overcharge, Two-Handed; Slow12 lb.-tbd-
Plasma cutter2d6 fire--Ammunition (Energy), Cell-Fed, Two-Handed; Graze8 lb.-tbd-
Plasma pistol1d10 fire30/120Ammunition (Energy), Cell-Fed, Overcharge; Vex4 lb.-tbd-
Fusion gun2d8 fire15/60Ammunition (Energy), Cell-Fed, Heavy, Two-Handed; Push14 lb.-tbd-
Particle beam rifle2d6 radiant120/480Ammunition (Energy), Cell-Fed, Heavy, Two-Handed; Slow10 lb.-tbd-
Ion cannon1d10 lightning60/240Ammunition (Energy), Cell-Fed, Heavy, Two-Handed; Sap9 lb.-tbd-
Proton blaster2d6 force20/80Ammunition (Energy), Cell-Fed, Recoil; Push6 lb.-tbd-
Positron rifle2d8 force60/240Ammunition (Energy), Cell-Fed, Charge-Up, Heavy, Two-Handed; Push13 lb.-tbd-
Tachyon emitter2d6 force60/240Ammunition (Energy), Cell-Fed, Unstable, Two-Handed; Slow7 lb.-tbd-
Phase-polarized projector2d6 lightning80/320Ammunition (Energy), Cell-Fed, Heavy, Two-Handed; Slow10 lb.-tbd-
Exotic-particle emitter2d6 radiant80/320Ammunition (Energy), Cell-Fed, Heavy, Two-Handed; Sap10 lb.-tbd-
Lightning gun1d10 lightning30/120Ammunition (Energy), Cell-Fed, Two-Handed; Slow7 lb.-tbd-
Arc rifle1d10 lightning40/160Ammunition (Energy), Cell-Fed, Two-Handed; Slow8 lb.-tbd-
Tesla coil weapon2d8 lightning30 ft. coneAmmunition (Energy), Cell-Fed, Heavy, Special (area, DEX save)35 lb.-tbd-
Thermal resonance ray2d6 fire60/240Ammunition (Energy), Cell-Fed, Coolant, Two-Handed; Slow9 lb.-tbd-
Mass-energy converter2d8 force40/160Ammunition (Energy), Cell-Fed, Charge-Up, Heavy, Two-Handed; Push12 lb.-tbd-
Spread laser1d6 fire20/80Ammunition (Energy), Cell-Fed, Two-Handed; Sap6 lb.-tbd-
Active-denial projector0 damage30 ft. coneAmmunition (Energy), Cell-Fed, Special (area, CON save or creature uses its reaction to move away at full speed)18 lb.-tbd-
Plasma-orb projector2d8 fire60/240Ammunition (Energy), Cell-Fed, Charge-Up, Heavy, Two-Handed, Special (15 ft. burst on impact, DEX save DC 14 for half); Push32 lb.-tbd-
Charge-beam lance2d8 fire60/240Ammunition (Energy), Cell-Fed, Charge-Up, Heavy, Two-Handed; Slow11 lb.-tbd-
Directed cutting beam1d8 fire60/240Ammunition (Energy), Cell-Fed; Slow5 lb.-tbd-
Spinal energy lancenarrative scalenarrative scalenarrative scalenarrative scale-tbd-
Sun-gun2d8 fire300/1200Ammunition (Energy), Cell-Fed, Charge-Up, Heavy, Two-Handed; Slow14 lb.-tbd-
Plasma-fusion cannonnarrative scalenarrative scalenarrative scalenarrative scale-tbd-

Laser pistol

Coherent-light sidearm. Pulse or continuous mode.

Laser rifle

Long-arm coherent-light beam weapon.

Pulse laser

Tight repeating pulses of coherent light.

Continuous-beam laser

Sustained beam. Cuts and burns by held contact.

X-ray laser

Hard-spectrum laser. Penetrates light armor before depositing energy.

Gamma graser

Highest-spectrum coherent beam. Cellular and electronic damage at depth.

Maser

Microwave-frequency laser. Cooks tissue beneath surface armor.

Heat ray

Directed thermal beam. Sets surfaces alight and cooks soft targets.

Death ray

Wide-spectrum cellular-disruption beam. Old-world classification, mechanism unclear.

Variable-effect projector

Variable-effect beam. Stun, kill, or disassembly settings.

Stun-calibrated projector

At lowest yield. Drops the target without lasting harm.

Molecular shear beam

Coherent particle beam. Tears apart matter at the contact point.

Blaster

Plasma-bolt sidearm or rifle. Common old-world military pattern.

Disintegrator

Beam weapon that reduces matter to dust at the focus point.

Plasma rifle

Magnetically contained plasma bolt launcher.

Phased-plasma rifle

Plasma rifle with shaped-discharge tuning across frequency bands.

Plasma cutter

Short-range industrial-cutter weaponized. Wide cleaving plasma blade.

Plasma pistol

Compact plasma weapon. Optional overcharge bolt.

Fusion gun

Sustained fusion-jet projector. Short range, very hot.

Particle beam rifle

Accelerated subatomic particles. Penetrating beam, not coherent light.

Ion cannon

Ionized particle beam. Disables electronics and constructs.

Proton blaster

Charged-particle weapon. High-energy, short-range punch.

Positron rifle

Antielectron beam. Matter-antimatter annihilation on contact.

Tachyon emitter

Causality-strange particle beam. Sometimes registers as hitting before the trigger pull.

Phase-polarized projector

Phase-polarized particle weapon. Penetrates conventional shielding.

Exotic-particle emitter

Exotic-particle beam. Effective against phased or shielded targets.

Lightning gun

Directed electrical arc. Chains between conductive targets.

Arc rifle

Sustained lightning beam.

Tesla coil weapon

Emplaced area-arc projector. High-voltage cone discharge.

Thermal resonance ray

Resonance-heat ray. Targets vibrate themselves toward vapor.

Mass-energy converter

Converts a fraction of target mass into energy on contact.

Spread laser

Multi-beam scatter optic. Reduced range, area coverage.

Active-denial projector

Wide-cone microwave emitter. Drives off targets through pain response.

Plasma-orb projector

Massive plasma-orb launcher. Crew-served or vehicle-mount.

Charge-beam lance

Hand-held high-energy laser. Briefly charges, then discharges a piercing beam.

Directed cutting beam

Light directed-energy weapon. Sustained low-yield cutting beam.

Spinal energy lance

Spinal-mount energy lance. Capital-scale weapon.

Sun-gun

Solar-pumped laser. Requires daylight or external focus.

Plasma-fusion cannon

Vehicle main gun. Plasma-fusion lance.

Thermal and state-change

NameDamageRangeTraitsWeightCost
Hand flamer2d6 fire15 ft. coneFuel, Special (cone, DEX save DC 13 or full damage)5 lb.-tbd-
Backpack flamer2d8 fire30 ft. coneFuel, Heavy, Two-Handed, Special (cone, DEX save DC 14 or full damage)22 lb.-tbd-
Slag gun2d8 fire15/60Ammunition (Energy), Cell-Fed, Heavy, Loading, Two-Handed; Push14 lb.-tbd-
Plasma flamer2d8 fire20 ft. coneFuel, Heavy, Unstable, Two-Handed, Special (cone, DEX save DC 14 or full damage)18 lb.-tbd-
Dragonsbreath shell1d8 fire15 ft. coneAmmunition (Large), Special (cone, DEX save DC 12 or full damage; loads into any shotgun-frame weapon)0.5 lb.-tbd-
Freeze ray1d10 cold30/120Ammunition (Energy), Cell-Fed, Two-Handed; Slow8 lb.-tbd-
Cryo grenade2d6 cold20/60 (thrown)Thrown, Special (10 ft. burst, DEX save DC 13)1 lb.-tbd-
Cold-stream carbine1d8 cold20/80Ammunition (Energy), Cell-Fed, Semi; Slow6 lb.-tbd-
Fusion torch2d8 fire--Ammunition (Energy), Cell-Fed, Two-Handed; Push9 lb.-tbd-
Thermal lance2d8 fire--Ammunition (Energy), Cell-Fed, Reach, Two-Handed; Push12 lb.-tbd-
Incinerator2d6 fire20 ft. coneFuel, Heavy, Two-Handed, Special (cone, DEX save DC 13; target continues burning for 1d4 fire damage at start of each turn until they or an adjacent creature uses an action to extinguish)20 lb.-tbd-

Hand flamer

Compact flamethrower. Short-range fuel-jet ignition.

Backpack flamer

Heavier flamethrower. Sustained burn, large fuel reservoir.

Slag gun

Close-range thermal projector. Reduces armor and tissue to slag.

Plasma flamer

Plasma-charged flamethrower. Hotter, brighter, shorter range.

Dragonsbreath shell

Shotgun shell that ejects a burning ejecta cone.

Freeze ray

Cryogenic beam. Encases targets in fast-forming ice.

Cryo grenade

Cryogenic burst grenade. Freezes air, water, and contact tissue.

Cold-stream carbine

Cryogenic SMG. Sustained cold-stream, immobilizes on freeze.

Fusion torch

Industrial cutting torch weaponized. Plasma jet at melee range.

Thermal lance

Pole-mounted cutting torch. Bores through bulkhead or carapace.

Incinerator

Phosphorus or thermite thrower. Persistent burn.

Sonic and resonance

NameDamageRangeTraitsWeightCost
Sonic devastator2d6 thunder30 ft. coneAmmunition (Energy), Cell-Fed, Heavy, Two-Handed, Special (cone, CON save DC 14 or deafened until end of next turn)16 lb.-tbd-
Sonic disruptor2d6 thunder40/160Ammunition (Energy), Cell-Fed, Two-Handed; Slow9 lb.-tbd-
Subsonic stunner1d6 thunder30 ft. coneAmmunition (Energy), Cell-Fed, Special (cone, CON save DC 13 or Incapacitated until end of next turn; no damage on successful save)12 lb.-tbd-
Ultrasonic shatter rifle1d10 thunder60/240Ammunition (Energy), Cell-Fed, Two-Handed; Sap8 lb.-tbd-
Resonance cascade lance2d8 thunder60/240Ammunition (Energy), Cell-Fed, Charge-Up, Heavy, Two-Handed; Push14 lb.-tbd-
Harmonic detonator2d6 thunderplacedSpecial (placed mine; detonates only on tuned approach; 15 ft. burst, CON save DC 14 or Prone)3 lb.-tbd-

Sonic devastator

Wide-cone sonic blaster. Concussive area damage.

Sonic disruptor

Tight-beam sonic weapon. Pulps tissue at point-of-impact.

Subsonic stunner

Low-frequency emitter. Nausea, panic, loss of motor control.

Ultrasonic shatter rifle

Targets brittle materials and crystalline structures.

Resonance cascade lance

Tunes to material resonance frequencies. Shakes structures apart.

Harmonic detonator

Resonance-matched mine. Detonates only on tuned approach.

Gravitic, spatial, and exotic

NameDamageRangeTraitsWeightCost
Field manipulator1d10 bludgeoning30/120Ammunition (Energy), Cell-Fed, Two-Handed; Push8 lb.-tbd-
Gravitic maul2d8 bludgeoning--Two-Handed; Topple12 lb.-tbd-
Singularity launcher2d8 force60/240Ammunition (Energy), Cell-Fed, Charge-Up, Heavy, Two-Handed, Special (15 ft. burst, everything in radius pulled 10 ft. toward impact point); Slow22 lb.-tbd-
Implosion bomb3d8 bludgeoning20/60 (thrown)Thrown, Special (DEX save DC 15; creatures in burst are pulled 10 ft. toward center; 15 ft. burst)2 lb.-tbd-
Crusher field projector2d6 bludgeoning30/120Ammunition (Energy), Cell-Fed, Coolant, Heavy, Two-Handed, Special (target also has speed halved until end of their next turn on a hit); Slow18 lb.-tbd-
Stasis field grenade0 damage20/60 (thrown)Thrown, Special (15 ft. burst; DEX save DC 14 or target is Restrained for 1 minute; repeats save at end of each turn)2 lb.-tbd-
Phase-shift cannon1d10 force60/240Ammunition (Energy), Cell-Fed, Two-Handed, Special (hit target has disadvantage on attack rolls and attackers have advantage against it until end of their next turn); Sap10 lb.-tbd-
Dimensional rift gun1d6 force30/120Ammunition (Energy), Cell-Fed, Special (a creature reduced to 0 HP is removed from the battlefield instead of falling; retrieved or lost at World Master's call); Slow8 lb.-tbd-
Warp field projector1d8 force40/160Ammunition (Energy), Cell-Fed, Two-Handed, Special (hit location becomes Difficult Terrain until end of next round); Sap11 lb.-tbd-
Probability gun1d6 force30/120Ammunition (Energy), Cell-Fed, Unstable, Special (roll 1d4: 1 misfire, 2 normal hit, 3 double damage, 4 target and adjacent creature switch positions)5 lb.-tbd-
Quantum decoherence pistol1d8 psychic20/80Ammunition (Energy), Cell-Fed, Unstable; Sap3 lb.-tbd-
Mass amplifier1d6 bludgeoning30/120Ammunition (Energy), Cell-Fed, Special (hit target's speed is reduced to 0 until end of their next turn); Slow6 lb.-tbd-
Tractor beam0 damage60/240Ammunition (Energy), Cell-Fed, Two-Handed, Special (push or pull target up to 30 ft.; STR save DC 14 resists)12 lb.-tbd-
Reality anchor0 damage30/120Ammunition (Energy), Cell-Fed, Special (phantasms and substrate-resident phenomena in range must succeed on a WIS save DC 14 or be Incapacitated until they leave range)7 lb.-tbd-

Field manipulator

Field manipulator. Lifts and hurls nearby objects as projectiles.

Gravitic maul

Two-handed melee weapon. Discharges a gravitic shockwave on impact.

Singularity launcher

Fires a micro-black-hole canister. Brief duration, total devouring.

Implosion bomb

Reverses local pressure. Crushes inward on a point.

Crusher field projector

Localized high-gravity well. Pins or breaks.

Stasis field grenade

Freezes time within an area. Caught entities resume on expiration.

Phase-shift cannon

Knocks target partly out of phase. Movement and contact become uncertain.

Dimensional rift gun

Opens short-lived gates. Disposal or transit weapon.

Warp field projector

Distorts local space. Movement, aim, and range become unreliable.

Probability gun

Localized improbability discharge. Outcomes within the area become random.

Quantum decoherence pistol

Forces wavefunction collapse on living targets. Effects vary.

Mass amplifier

Multiplies target weight. Immobilizes through self-crushing load.

Tractor beam

Push-pull manipulator. Restraint or hurl.

Reality anchor

Suppresses substrate-resident phenomena. Anti-phantasm utility.

Radiation and exotic-particle

NameDamageRangeTraitsWeightCost
Neutron projector2d8 radiant60/240Ammunition (Energy), Cell-Fed, Heavy, Two-Handed, Special (damage ignores non-organic material; deals no damage to constructs and objects)16 lb.-tbd-
Hard-rad emitter1d10 radiant40/160Ammunition (Energy), Cell-Fed, Two-Handed, Special (damage is delayed; target takes an additional 1d10 radiant at start of their next turn); Slow10 lb.-tbd-
Gamma burst rifle2d6 radiant60/240Ammunition (Energy), Cell-Fed, Heavy, Loading, Two-Handed; Slow12 lb.-tbd-
Cosmic ray inducer1d6 radiant30 ft. coneAmmunition (Energy), Cell-Fed, Heavy, Two-Handed, Special (cone, CON save DC 13; target takes 1d6 radiant at start of each of their turns for 1 minute)20 lb.-tbd-
Tritium fog projector1d6 radiant30 ft. coneFuel, Heavy, Two-Handed, Special (cone creates a radioactive cloud lasting 1 minute; creatures that enter or start their turn in the cloud take 1d6 radiant)18 lb.-tbd-
X-ray strobe0 damage30 ft. coneAmmunition (Energy), Cell-Fed, Special (cone; organic targets and optical sensors within the cone must succeed on CON save DC 13 or be Blinded until end of their next turn)8 lb.-tbd-

Neutron projector

Neutron flux beam. Kills crew, leaves hull intact.

Hard-rad emitter

Directed ionizing radiation. Delayed cellular damage.

Gamma burst rifle

Short pulse of hard radiation. Acute tissue dose.

Cosmic ray inducer

Mimics deep-space particle flux. Wide-area damage over time.

Tritium fog projector

Disperses radioactive vapor. Area denial.

X-ray strobe

Wide-spectrum burst. Blinds organic and optical sensors.

Bio and chemical

NameDamageRangeTraitsWeightCost
Acid sprayer2d6 acid15 ft. coneFuel, Heavy, Two-Handed, Special (cone, DEX save DC 13; target takes 1d6 acid at start of their next turn if not washed off)12 lb.-tbd-
Toxin gun1d8 poison20/80Ammunition (Small), Special (hit target must succeed CON save DC 13 or be Poisoned until end of their next turn); Sap4 lb.-tbd-
Venom syringe gun1d6 poison20/80Ammunition (Small), Loading, Special (hit target must succeed CON save DC 14 or be Poisoned for 1 minute; repeats save at end of each turn); Vex2 lb.-tbd-
Nerve agent canister0 damage20/60 (thrown)Thrown, Special (persistent area; creatures that start their turn in the cloud must succeed CON save DC 15 or be Incapacitated until end of their next turn; 20 ft. burst)2 lb.-tbd-
Tranq dart pistol0 damage30/120Ammunition (Small), Loading, Special (hit creature makes CON save DC 14 or falls Unconscious for 1 hour; awakens if takes damage or an adjacent creature uses an action to rouse it)2 lb.-tbd-
Bio-disruptor2d6 necrotic30/120Ammunition (Energy), Cell-Fed, Two-Handed, Special (deals no damage to constructs or non-organic matter); Slow9 lb.-tbd-
Spore rifle1d6 poison20/80Ammunition (Large), Two-Handed, Special (hit target must succeed CON save DC 12 or be Poisoned and take 1d6 poison at start of their next 3 turns); Sap7 lb.-tbd-
Pathogen vector aerosol0 damage20 ft. coneFuel, Two-Handed, Special (cone; creatures that fail CON save DC 14 are Poisoned for 24 hours; effects manifest after 1d4 hours)14 lb.-tbd-
Slime cannon0 damage20/80Ammunition (Large), Two-Handed, Special (hit target is Restrained until they or an adjacent ally uses an action to free them, STR DC 14); Slow9 lb.-tbd-
Viral injector dart0 damage30/120Ammunition (Small), Loading, Special (subdermal; target makes CON save DC 15 with disadvantage after 1d4 hours or is Incapacitated for 8 hours); Vex2 lb.-tbd-

Acid sprayer

Corrosive liquid jet. Eats armor and tissue.

Toxin gun

Pressurized poison delivery. Direct injection or aerosol.

Venom syringe gun

Single-shot envenoming sidearm.

Nerve agent canister

Released by impact or fuse. Persistent area effect.

Tranq dart pistol

Single-shot sedative dart. Less-lethal capture tool.

Bio-disruptor

Targets organic cell structure only. Inert against constructs.

Spore rifle

Disperses mutagenic, toxic, or parasitic spores.

Pathogen vector aerosol

Delivery system for engineered biological agents.

Slime cannon

Adhesive organic discharge. Restraint or hazard.

Viral injector dart

Subdermal payload. Effects manifest after a delay.

Nano and swarm

NameDamageRangeTraitsWeightCost
Nanite swarm canister2d6 force20/60 (thrown)Thrown, Special (10 ft. burst, DEX save DC 13; disassembler nanites deal 1d6 force at start of each turn to creatures in the swarm area for 1 minute or until dispersed)2 lb.-tbd-
Gray goo grenade3d8 force20/60 (thrown)Thrown, Special (15 ft. burst, DEX save DC 15; self-replicating nanites spread 5 ft. per round for 3 rounds before depleting)2 lb.-tbd-
Disassembler rifle2d6 force30/120Ammunition (Energy), Cell-Fed, Heavy, Two-Handed; Slow10 lb.-tbd-
Smart-dust dispenser0 damage20 ft. coneAmmunition (Energy), Cell-Fed, Special (sensor cloud marks all creatures in area; World Master tracks their location for 10 minutes)4 lb.-tbd-
Combat-drone swarm pod2d6 piercing30 ft. radiusAmmunition (Ordnance), Special (releases drone flight that attacks all hostile creatures in radius; DEX save DC 14 or damage; swarm persists 3 rounds)5 lb.-tbd-
Tracker drone1d10 piercingSpecialSpecial (60 ft. range; steered remotely or by signature lock; makes one attack per round on the operator's turn)0.5 lb.-tbd-
Deployable turret canister2d8 piercingSpecialSpecial (deploys as a separate construct; attacks on operator's command up to 60 ft.; 15 HP, AC 14; destroyed by damage or after 1 hour)4 lb.-tbd-
Self-replicating spike infestation1d6 piercingplacedSpecial (area denial; spikes grow from contacted surface over 1 minute, covering 10 ft. square; creatures moving through take 1d6 piercing per 5 ft.; lasts 24 hours or until cleared)2 lb.-tbd-

Nanite swarm canister

Releases a cloud of disassembler nanites.

Gray goo grenade

Self-replicating nanite burst. Spreads until depleted or contained.

Disassembler rifle

Beam vector for matter-untying nanite payload.

Smart-dust dispenser

Sensor or weaponized particle cloud.

Combat-drone swarm pod

Releases a coordinated drone flight.

Tracker drone

Pencil-thin assassin drone. Steered remotely or by signature.

Deployable turret canister

Self-installing autonomous turret.

Self-replicating spike infestation

Area denial. Spikes grow from any contacted surface.

Psionic and mental

NameDamageRangeTraitsWeightCost
Psi-amp1d8 psychic30/120Linked; Vex1 lb.-tbd-
Neural disruptor1d10 psychic40/160Ammunition (Energy), Cell-Fed, Two-Handed; Sap8 lb.-tbd-
Empathic feedback projector1d8 psychic20/80Ammunition (Energy), Cell-Fed, Special (target takes damage equal to damage dealt, reflected back); Vex6 lb.-tbd-
Migraine ray1d6 psychic20/80Ammunition (Energy), Cell-Fed, Special (hit target has disadvantage on attack rolls and concentration until end of their next turn); Slow4 lb.-tbd-
Mesmer beam0 damage20/80Ammunition (Energy), Cell-Fed, Special (CON save DC 14 or target is Charmed by the wielder until end of their next turn); Sap3 lb.-tbd-
Compliance lance1d6 psychic20/80Linked, Special (target must succeed WIS save DC = 8 + wielder's WIS mod + PB or follow one two-word command on their next turn); Slow4 lb.-tbd-
Voice projector0 damage30 ft. coneLinked, Special (cone, WIS save DC = 8 + wielder's CHA mod + PB or Charmed until end of wielder's next turn; requires the speaker's trained channeling)3 lb.-tbd-
Brain-burner2d8 psychic30/120Linked, Charge-Up, Special (if target is reduced to 0 HP, they are Incapacitated for 1 hour rather than unconscious -- higher cognition burned out); Slow5 lb.-tbd-

Psi-amp

Wrist or temple focus. Amplifies the bearer's mind-blast.

Neural disruptor

Targeted nervous-system interference beam.

Empathic feedback projector

Reflects target's own distress back at them, amplified.

Migraine ray

Localized cranial-pain projector. Less-lethal but disabling.

Mesmer beam

Brief compulsion projector. Targets are pliable while irradiated.

Compliance lance

Directed authority weapon. Effects scale with bearer's discipline.

Voice projector

Compulsion command broadcast. Requires the speaker's trained channeling.

Brain-burner

Lethal psionic surge. Burns out higher cognition.

Wave and electromagnetic

NameDamageRangeTraitsWeightCost
EMP rifle2d6 lightning60/240Ammunition (Energy), Cell-Fed, Heavy, Two-Handed, Special (deals full damage to constructs and electronics; deals half damage to organics); Slow9 lb.-tbd-
ECM projector0 damage60 ft. coneAmmunition (Energy), Cell-Fed, Two-Handed, Special (cone; missile, seeker, and guided weapon attacks against creatures in the cone have disadvantage for 1 round)12 lb.-tbd-
Dazzler0 damage30 ft. coneAmmunition (Energy), Cell-Fed, Special (cone; optical sensors and organic vision targeted; CON save DC 13 or Blinded until end of next turn)5 lb.-tbd-
Microwave gun2d6 fire30 ft. coneAmmunition (Energy), Cell-Fed, Heavy, Two-Handed, Special (cone, CON save DC 13 or full damage; works through light cover)15 lb.-tbd-
Mag-cuff projector0 damage30/120Ammunition (Energy), Cell-Fed, Special (ferrous-armored targets: STR save DC 14 or Restrained until save succeeds at start of their turn); Slow6 lb.-tbd-

EMP rifle

Directed electromagnetic pulse. Disables electronics and constructs.

ECM projector

Active counter-signal. Jams targeting, signal, and drone control.

Dazzler

Directed wide-spectrum optical-sensor flood.

Microwave gun

Cooks targets by heating internal water content.

Mag-cuff projector

Magnetic restraint launcher. Pins ferrous-armored targets.

Antimatter and conversion

NameDamageRangeTraitsWeightCost
Antimatter rifle2d8 force80/320Ammunition (Energy), Cell-Fed, Heavy, Two-Handed; Slow13 lb.-tbd-
Antiproton blaster2d6 force30/120Ammunition (Energy), Cell-Fed, Recoil; Push5 lb.-tbd-
Antimatter warhead3d8 force20/60 (thrown)Thrown, Special (30 ft. burst, DEX save DC 16)2 lb.-tbd-
Nova bombnarrative scalenarrative scalenarrative scalenarrative scale-tbd-
Guided antimatter torpedonarrative scalenarrative scalenarrative scalenarrative scale-tbd-
Zero-point warheadnarrative scalenarrative scalenarrative scalenarrative scale-tbd-
Conversion beamnarrative scalenarrative scalenarrative scalenarrative scale-tbd-

Antimatter rifle

Magnetically suspended antimatter bolt. Annihilation on contact.

Antiproton blaster

Particle weapon with antimatter payload.

Antimatter warhead

Strategic ordnance. Container failure equals total release.

Nova bomb

Compact antimatter charge. Capital-scale.

Guided antimatter torpedo

Vehicle-launched antimatter warhead. Guided.

Zero-point warhead

Vacuum-energy enhanced antimatter warhead.

Conversion beam

Sustained mass-to-energy lance. Capital-scale.

Grenades

NameDamageRangeTraitsWeightCost
Frag grenade2d6 piercing20/60 (thrown)Thrown, Special (15 ft. burst, DEX save DC 13)1 lb.-tbd-
HE grenade2d6 bludgeoning20/60 (thrown)Thrown, Special (15 ft. burst, DEX save DC 13)1 lb.-tbd-
Penetrator grenade2d8 piercing20/60 (thrown)Thrown, Special (5 ft. burst, DEX save DC 14)1 lb.-tbd-
Plasma grenade2d6 fire20/60 (thrown)Thrown, Special (15 ft. burst, DEX save DC 13)1 lb.-tbd-
EMP grenade2d6 lightning20/60 (thrown)Thrown, Special (15 ft. burst, DEX save DC 13; full damage to electronics/constructs; half to organics)1 lb.-tbd-
Smoke grenade0 damage20/60 (thrown)Thrown, Special (20 ft. radius heavily obscured cloud for 1 minute or until wind disperses)1 lb.-tbd-
Thermal charge2d6 fire20/60 (thrown)Thrown, Special (10 ft. burst, DEX save DC 14; fire persists; area is Difficult Terrain until end of next round)1 lb.-tbd-
Sticky bomb2d8 bludgeoning20/60 (thrown)Thrown, Special (adheres to surface; detonates on next round or when triggered; 10 ft. burst, DEX save DC 14)2 lb.-tbd-
Marble-sized grenade1d6 bludgeoning30/90 (thrown)Thrown, Special (5 ft. burst, DEX save DC 12)0.1 lb.-tbd-
Photon flash grenade0 damage20/60 (thrown)Thrown, Special (30 ft. burst; organic targets and optical sensors make CON save DC 13 or Blinded until end of next turn)1 lb.-tbd-
Stasis grenade0 damage20/60 (thrown)Thrown, Special (10 ft. burst; DEX save DC 14 or Restrained for 1 minute; repeats at end of each turn)2 lb.-tbd-
Disintegration grenade3d8 force20/60 (thrown)Thrown, Special (10 ft. burst, DEX save DC 15)1 lb.-tbd-

Frag grenade

Fragmentation explosive. Anti-personnel.

HE grenade

High-explosive charge. Concussive area damage.

Penetrator grenade

Shaped charge. Anti-armor, point-target.

Plasma grenade

Plasma burst container. Adhesive variants exist.

EMP grenade

Pulse charge. Disables electronics and constructs in a small radius.

Smoke grenade

Concealment aerosol.

Thermal charge

High-temperature explosive. Burns and concusses.

Sticky bomb

Adhesive demolition charge.

Marble-sized grenade

Small charge in a hardened bead. Thrown or load-fed.

Photon flash grenade

Blinding light burst. Less-lethal area effect.

Stasis grenade

Freezes contacted area in temporal lock.

Disintegration grenade

Disassembles matter within the burst radius.

Ordnance and demolitions

NameDamageRangeTraitsWeightCost
Sub-kiloton warhead3d8 force1200 ft. blast radiusAmmunition (Ordnance), Special (DEX save DC 18; structural devastation; narrative-scale deployment only)35 lb.-tbd-
Smart mine2d8 piercingplacedAmmunition (Ordnance), Special (proximity trigger; selective targeting; 10 ft. burst, DEX save DC 14; can be set to ignore specific signatures)3 lb.-tbd-
Demo charge3d8 forceplacedAmmunition (Ordnance), Special (engineered breaching; shaped or general; 10 ft. burst, DEX save DC 15; deals double damage to structures)4 lb.-tbd-
Rocket launcher2d8 force120/480Ammunition (Ordnance), Heavy, Loading, Two-Handed, Special (15 ft. burst on impact; DEX save DC 14 for half); Push12 lb.-tbd-
Wrist rocket1d10 force60/240Ammunition (Ordnance), Loading, Special (10 ft. burst on impact; DEX save DC 13 for half)1 lb.-tbd-
Smart missile2d8 force300/1200Ammunition (Ordnance), Special (self-guided; makes its own attack roll using +5 to hit; 15 ft. burst, DEX save DC 14); Slow6 lb.-tbd-

Sub-kiloton warhead

Sub-kiloton tactical warhead. Launcher-fired or planted.

Smart mine

Proximity-triggered explosive with selective targeting.

Demo charge

Engineered breaching explosive. Shaped or general.

Rocket launcher

Tube-launched unguided HE rocket.

Wrist rocket

Forearm-mounted micro-rocket.

Smart missile

Self-guided seeker. Multiple guidance modes.

Restraint and less-lethal

NameDamageRangeTraitsWeightCost
Net gun0 damage20/80Ammunition (Large), Two-Handed, Special (hit Large-or-smaller creature is Restrained; STR save DC 13 to escape as an action); Slow5 lb.-tbd-
Stickyfoam launcher0 damage15/60Ammunition (Large), Two-Handed, Special (hit creature is Restrained; foam hardens on contact; STR DC 14 or action to cut free); Slow8 lb.-tbd-
Tangler / web gun0 damage30/120Ammunition (Large), Two-Handed, Special (strand restraint; hit creature Restrained; STR DC 12 to break free as action); Sap6 lb.-tbd-
Grav-net0 damage20/60Ammunition (Energy), Cell-Fed, Two-Handed, Special (localized gravity well in mesh form; Large-or-smaller creature Restrained; STR DC 15 to escape); Slow9 lb.-tbd-
Stun baton1d6 lightning--Light, Special (on hit, target makes CON save DC 12 or is Stunned until end of their next turn); Nick2 lb.-tbd-
Shock prod1d8 lightning--Reach, Special (on hit, target makes CON save DC 12 or is Stunned until end of their next turn); Push3 lb.-tbd-
Shock gauntlets1d6 lightning--Finesse, Light, Special (worn pair; on hit CON save DC 12 or Stunned until end of next turn); Nick2 lb.-tbd-
Capture rifle0 damage30/120Ammunition (Small), Special (fires a tracking restraint round; hit creature is Slowed (speed halved) and can be tracked for 24 hours); Slow4 lb.-tbd-
Pacification gas projector0 damage20 ft. coneFuel, Special (cone; CON save DC 13 or Incapacitated until end of next turn; repeat save each turn while in cloud)10 lb.-tbd-

Net gun

Compressed-launched capture net.

Stickyfoam launcher

Expanding adhesive foam. Immobilizes targets in place.

Tangler / web gun

Strand-launching restraint weapon.

Grav-net

Localized gravity well in mesh form.

Stun baton

Contact electroshock melee.

Shock prod

Reach-extension electroshock pole.

Shock gauntlets

Worn melee shock weapons.

Capture rifle

Fires a tracking restraint round.

Pacification gas projector

Sedative aerosol launcher.

Melee, energy and exotic

NameDamageRangeTraitsWeightCost
Plasma blade2d8 fire--Cell-Fed, Finesse; Vex3 lb.-tbd-
Energy-tip polearm2d6 lightning--Cell-Fed, Heavy, Reach, Two-Handed; Topple6 lb.-tbd-
Powered gauntlet2d8 bludgeoning--Heavy, Special (crushing energized strike; not a standard weapon -- requires Powered Armor proficiency or STR 17); Push8 lb.-tbd-
Powered claw2d6 slashing--Finesse, Heavy, Special (rending; not a standard weapon -- as Powered gauntlet); Graze5 lb.-tbd-
Chain-edge blade1d10 slashing--Two-Handed; Cleave6 lb.-tbd-
Chain-edge axe2d6 slashing--Heavy, Two-Handed; Cleave8 lb.-tbd-
Monomolecular sword2d6 slashing--Finesse; Graze3 lb.-tbd-
Monofilament whip1d12 slashing--Finesse, Reach; Slow2 lb.-tbd-
Powered maul2d8 bludgeoning--Heavy, Two-Handed; Topple14 lb.-tbd-
Shock hammer2d6 lightning--Heavy, Two-Handed, Special (on hit CON save DC 14 or Stunned until end of next turn); Topple10 lb.-tbd-
Fang knife1d6 piercing20/60Finesse, Light, Thrown; Nick1 lb.-tbd-
Vibroblade1d8 piercing--Finesse, Light; Nick2 lb.-tbd-
Vibrosword1d10 piercing--Finesse; Vex3 lb.-tbd-
Vibrostaff1d10 piercing--Finesse, Versatile (1d12), Two-Handed; Sap5 lb.-tbd-
Skull-drill drone2d8 piercingSpecialSpecial (not a thrown weapon; latches onto a skull and drills; target must succeed STR save DC 15 or the drone attaches; attached drone deals 2d8 piercing at start of target's turn until destroyed (10 HP, AC 13) or forcibly removed as an action)1 lb.-tbd-

Plasma blade

Energy sword. Cuts most materials at the blade plane.

Energy-tip polearm

Pole arm with active-energy tip. Reach weapon.

Powered gauntlet

Powered gauntlet. Energized strike.

Powered claw

Powered talon-set. Rending strike.

Chain-edge blade

Motorized chain-edge blade. Cleaves and grinds.

Chain-edge axe

Heavy chain-edge axe.

Monomolecular sword

Single-molecule cutting edge. Strikes through most materials.

Monofilament whip

Length of monomolecular filament. Lethal at full extension.

Powered maul

Powered impact club. Concussive strike.

Shock hammer

Two-handed power weapon. Stunning crash on hit.

Fang knife

Biological blade carved from a creature's tooth. Local tradition only.

Vibroblade

Vibrating-edge knife. Cuts through hide and light armor.

Vibrosword

Vibrating-edge sword.

Vibrostaff

Vibrating-edge pole arm.

Skull-drill drone

Latches onto a skull and drills through.

Strange and one-off classics

NameDamageRangeTraitsWeightCost
Disintegrator ray2d8 force30/120Ammunition (Energy), Cell-Fed, Heavy, Two-Handed; Slow10 lb.-tbd-
Shrink ray0 damage30/120Ammunition (Energy), Cell-Fed, Special (CON save DC 14 or target is reduced to Tiny size for 1 minute; repeats save at end of each turn); Slow7 lb.-tbd-
Growth ray0 damage30/120Ammunition (Energy), Cell-Fed, Special (CON save DC 14 or target is enlarged to Large size for 1 minute; gains +1d4 on STR checks and saves); Slow7 lb.-tbd-
Aging ray1d6 necrotic30/120Ammunition (Energy), Cell-Fed, Special (on hit, target makes CON save DC 14 or gains one level of Exhaustion); Slow8 lb.-tbd-
De-aging beam0 damage30/120Ammunition (Energy), Cell-Fed, Special (reverses biological age temporarily; CON save DC 13 or subject loses access to highest-level class features for 1 hour); Slow8 lb.-tbd-
Petrify ray0 damage30/120Ammunition (Energy), Cell-Fed, Charge-Up, Special (CON save DC 15 or target is Restrained; repeat save at end of each turn; on third failure target is Petrified for 24 hours); Slow9 lb.-tbd-
Polymorph beam0 damage30/120Ammunition (Energy), Cell-Fed, Charge-Up, Special (WIS save DC 14 or target polymorphs into a Small or smaller beast for 1 hour; CON check DC 12 at end of each minute to maintain); Slow9 lb.-tbd-
Devolution gun1d6 necrotic30/120Ammunition (Energy), Cell-Fed, Unstable, Special (hit target makes CON save DC 14 or loses one racial trait or class feature for 1 hour); Sap8 lb.-tbd-
Sleep ray0 damage30/120Ammunition (Energy), Cell-Fed, Special (wide-spectrum sedation; CON save DC 14 or Unconscious for 1 hour; awakens if takes damage)6 lb.-tbd-
Doomsday devicenarrative scalenarrative scalenarrative scalenarrative scale-tbd-
Biosphere chargenarrative scalenarrative scalenarrative scalenarrative scale-tbd-
Capital charge cannonnarrative scalenarrative scalenarrative scalenarrative scale-tbd-
Orbital beam weaponnarrative scalenarrative scalenarrative scalenarrative scale-tbd-
Orbital sterilizernarrative scalenarrative scalenarrative scalenarrative scale-tbd-
Black-hole bombnarrative scalenarrative scalenarrative scalenarrative scale-tbd-
Time-stop charge0 damageplacedSpecial (halts time within 10 ft. radius for 1d4 rounds; everything in radius is frozen; nothing can enter or leave the bubble)2 lb.-tbd-

Disintegrator ray

Reduces matter to dust at the focus point.

Shrink ray

Temporarily reduces target's size.

Growth ray

Temporarily increases target's size.

Aging ray

Accelerates a target's biological clock.

De-aging beam

Reverses a target's biological clock.

Petrify ray

Converts living tissue to stone-like material.

Polymorph beam

Reshapes target into another form, with chance of reversion.

Devolution gun

Reverts a target along its evolutionary lineage.

Sleep ray

Wide-spectrum sedative projector.

Doomsday device

Planet-scale strategic weapon. Recovered as ruin, not used.

Biosphere charge

Terraforming charge. Weaponized as area effect.

Capital charge cannon

Spinal capital weapon. Single-shot, multi-cycle charge.

Orbital beam weapon

Orbital-scale beam weapon.

Orbital sterilizer

Orbital ring weapon. Sterilization-class.

Black-hole bomb

Singularity bomblet. Contained briefly, then released.

Time-stop charge

Halts time within a small radius for a short interval.

Armor and shields

Armor improves survival but may change how you move, sneak, or channel. A character may equip one armor set and one shield at a time unless a rule says otherwise. Screens, Fields, and detection-defense gear (ECM, Faraday cowls, refractive cloaks) are worn separately and stack with armor and shields.

Defense in the Lethean Age comes from five different worlds at once:

A salvage mirror coat and a peak-era polarized panel may be mechanically identical. Provenance is flavor. Use it for the story; rely on the table for the table.

The numbers below are first-pass calibration drafts. AC, charge counts, and regen rates will tighten once the weapon roster is finalized and the early encounters playtest in.

Damage categories

For armor purposes, the canonical damage types (Book 5, §damage-types) group into player-readable categories. Resistance halves incoming damage in a category. Vulnerability doubles it.

Category Damage types it covers
Kinetic Bludgeoning, piercing, slashing.
Energy Fire, cold, lightning, force. Covers laser, plasma, and disintegrator effects.
Sonic Thunder.
Chem/Bio Acid, poison, mutagen.
Radiation Radiation.
Psionic Psychic, necrotic.

Detection is not a damage category. It is a separate axis: some gear makes you harder to scan, target, or track even when nothing has hit you yet.

Defense mechanisms

Every armor entry advertises one or two mechanisms in addition to its Base AC. Mechanisms describe what the armor is good against; they do not change Base AC.

Mechanism Effect
Plate Resist Kinetic.
Ablative Carries N charges per encounter. Spend 1 as a reaction to negate one Energy hit. Charges restore on a long rest.
Reactive One or two single-use panels per encounter. The first Kinetic hit dealing damage above the listed threshold is halved; the panel is then spent until repaired.
Polarized Resist Energy from coherent-light sources (laser, directed photonic). Normal damage from plasma, fire, cold, lightning.
Spaced Resist high-velocity Kinetic (firearms, launched ordnance). Normal damage from melee Kinetic.
Adaptive After taking N hits of the same damage category in an encounter, Resist that category for the rest of the encounter.
Bio-symbiont Regenerate X HP at the end of each of your turns while above 0 HP. Requires feeding on a long rest. Vulnerable to Chem/Bio.
Sealed Resist Chem/Bio and Radiation. Permits operation in miasma-dead zones and irradiated terrain without environmental CON saves.
Faraday Resist Psionic. Disadvantage on opposed scrying, miasma-read, and targeting checks made against the wearer.
ECM-lined Passive. The first ranged attack against you each round from a seeker, missile, or guided weapon has disadvantage. Uses no power.
Augmetic shock plate Cyborg only. A subdermal HP pool of X points absorbs damage before your HP. Refills on a long rest.

A mechanism appears in an armor's slot list at most once. A second copy extends parameters (more charges, higher N) without stacking the effect.

The mirrored stillcoat is real. So is the concrete fence post. A polarized panel may shrug off a laser and then crack under the same fence post a moment later.

Weight tiers

Tier Base AC DEX cap STR floor Stealth Channeling Feature slots
Light 11-12 + DEX none none none full 0-1
Medium 13-15 + DEX max +2 varies some entries impose disadvantage partial 1-2
Heavy 16-18 no DEX bonus varies disadvantage restricted 2-3
Powered special special overridden by suit disadvantage restricted see below

Armor and channeling

Some classes care deeply about armor. Furyborn rely on miasma surge through unarmored tissue and lose their core feature if armored beyond Light without a class option. Unfettered need an open body conduit and the freedom of motion that Heavy or Powered armor takes away. Sage and Mage can wear Medium without penalty but pay if they take Heavy. Sworn and Fighter expect Heavy as default. Read the class chapter (04-classes.md) before you spend hard-found plate on a character who cannot use it.

Mechanism-by-mechanism, the rule is simpler than it sounds. Plate, Ablative, Reactive, Polarized, Spaced, and Sealed do not interfere with channeling beyond what the weight tier already imposes. Bio-symbiont, Faraday, and Augmetic shock plate do not interfere either. Adaptive and ECM-lined operate on nanite-mediated state and can flicker in dead zones; consider them unreliable when the Wind is gone.

Scarcity: market tiers and upkeep

Two things govern whether a character can actually field a piece of armor: where they can routinely buy or repair it, and what keeping it working costs between sessions. Provenance (the historical flavor tag) is a separate question and does not constrain availability.

Market Tier (T1-T5). Each armor entry lists the tier at which it is routinely available. A character at a lower tier can still find higher-tier items as ruin loot from old-world wrecks, Fallen Redoubts, and deep strata. The constraint is market access, not item existence. A wanderer who scavenges Combat Power Armor wears it until the cells run dry; the next step is finding a hold that will sell cells.

Tier Culture Routinely available Out of reach
T1 Wanderer: nomads, caravans, lone scouts Leather, scrap-stitched, salvaged steel, wood-and-bone shields Anything powered, anything needing a workshop
T2 Freehold: settled, basic salvage, weak or no Lattice Plate carriers, mesh weave, riot improvisations, common cells in trickle Working cells in volume, nanite tuning, hardlight
T3 Lattice Hold: Carehold, Stronghold, Highhold with working Lattice Ballistic nylon, riot gear, refurbished cells, ablative refills, sealed environmental suits, Live Seeds Power-armor manufacturing, hardlight, threshold-grade Screens
T4 Foundry Hold: rare. Everett-scale verdant glass economies, active peak-era manufacturing Power-armor parts, hardlight bucklers, adaptive nanite weave, Live Slates, ECM units in volume Flying suits, Vril-grade tech
T5 Redoubt: active Vril-ya holdouts, almost never trade outward Screens (all variants), Fields (all variants), flying suits, the real peak-era kit --

Upkeep. Each armor entry lists one upkeep tag indicating the most demanding maintenance burden among its mechanisms. Base AC and Self- sustaining mechanisms continue to function even when other upkeep fails; only the mechanism requiring upkeep goes inert. A powered armor with a depleted cell still has its plate; a Lattice-tied weave in a dead zone still has whatever it is sewn into.

Upkeep What the wearer owes between sessions
Self-sustaining Nothing routine. Repair when damaged, otherwise wear it.
Powered A steady supply of cells or refill charges. Inert without supply.
Lattice-tied Ambient miasma and occasional tuning by a Cultivator or equivalent. Flickers in dead zones.
Bio-bonded Feeding and care on a long rest. Some armors will not transfer to another wearer.
Glass-dependent A Live Seed or Slate kept healthy. Loses function if the glass burns out or is removed.

The pairing of Tier and Upkeep is what makes scarcity interesting at the table. A wanderer in salvaged Combat Power Armor is the campaign hook for finding a Foundry Hold; a Lattice Hold's smith who can repair the suit but will not sell cells is the next negotiation; a Bio-bonded shifter whose symbiont skin will starve in a dead zone is the reason the party turns back.

Light armor (sample)

Name AC Mechanism Provenance Tier Upkeep Notes
Scrap leathers 11 + DEX -- Salvage T1 Self-sustaining The basic. Anyone can stitch one.
Quilted gambeson 11 + DEX -- Historical T1 Self-sustaining Thick layered padding, hand-stitched. Soft armor; will not turn an arrow alone. Disadvantage on Stealth.
Trail cuirass 11 + DEX -- Historical T1 Self-sustaining A worked cuirass and pauldrons over trail clothing. Settled-smith work, a step up from scrap.
Studded cuirass 12 + DEX -- Historical T2 Self-sustaining A reinforced cuirass with close-set rivets or studs. Tougher than the scrap it began as.
Mesh weave 12 + DEX Plate Old-world T2 Self-sustaining Layered ballistic fiber, common enough to trade.
Reflective coat 11 + DEX Polarized Salvage T2 Self-sustaining Long coat lined with old optical film. Sparkles in line of sight.
Symbiont skin 12 + DEX Bio-symbiont (regen 1) Bio-engineered T3 Bio-bonded The skin feeds on you while you sleep. Some wearers feed it back.
Recapture suit 11 + DEX Sealed Old-world T2 Self-sustaining Hood, mask, recapture lining. Standard kit for dead-zone runs.
Lightweave robe 11 + DEX Faraday Old-world T3 Self-sustaining A signal-shielded inner layer worn under other clothing. Quiet.

Medium armor (sample)

Name AC Mechanism Provenance Tier Upkeep Notes
Wanderer coat 12 + DEX (max +2) -- Historical T1 Self-sustaining A layered coat sized for rough country. The wanderer's first upgrade past raw scrap.
Mail shirt 13 + DEX (max +2) Plate Historical T2 Self-sustaining A short mail coat worn under outer layers. The rings rub quietly against the inner lining.
Scaled coat 14 + DEX (max +2) Plate Historical T2 Self-sustaining Overlapping scales sewn to a stiff backing. Disadvantage on Stealth.
Forge cuirass 14 + DEX (max +2) Plate Historical T2 Self-sustaining A fitted plate chestpiece worn over softs. Settled-smith work; a real investment for a freeholder.
Forge half-plate 15 + DEX (max +2) Plate Historical T3 Self-sustaining Shaped plates over a soft suit, with simple greaves below. Workshop work; the wearer announces their hold. Disadvantage on Stealth.
Plate carrier 14 + DEX (max +2) Plate Old-world T2 Self-sustaining The standard heavy vest of the old militaries. Plates ride in a soft carrier.
Layered Whipple vest 13 + DEX (max +2) Spaced Peak-era T3 Self-sustaining A cage of standoff plates under the outer shell. Strange to look at.
Ablative jacket 13 + DEX (max +2) Ablative (3 charges) Old-world T3 Powered Three sacrificial pads at chest, shoulders, and back. Each pad blackens and flakes when it eats a beam. Refills are workshop work.
Adaptive harness 14 + DEX (max +2) Adaptive (N=2) Peak-era T4 Lattice-tied A nanite weave that learns the day's wolves. Useless in dead zones.
Mirrored breastplate 14 + DEX (max +2) Polarized Salvage T2 Self-sustaining A salvaged optical panel set into a leather carrier. The seam shows.
Sealed environmental suit 13 + DEX (max +2) Sealed + Faraday Old-world T3 Self-sustaining Two slots used. Operates in irradiated hexes; the Sage cannot read you through it.

Heavy armor (sample)

Name AC Mechanism Provenance Tier Upkeep Notes
Ringed coat 14 Plate Historical T2 Self-sustaining A heavy coat sewn with ring reinforcement. Cheap and obvious; worn by those who cannot afford better. Disadvantage on Stealth.
Mail hauberk 16 Plate Historical T2 Self-sustaining A full mail coat over quilted padding. Hold-militia standard. STR 13 to wear without speed penalty. Disadvantage on Stealth.
Strip plate 17 Plate Historical T3 Self-sustaining Narrow vertical plates riveted to a backing, mail at the joints. Surface-foundry work. STR 15. Disadvantage on Stealth.
Hold plate 18 Plate Historical T3 Self-sustaining A full plate harness with helmet, greaves, and gauntlets. A statement as much as a defense; the wearer is whoever a hold has chosen to put in it. STR 15. Disadvantage on Stealth.
Riot plate 17 Plate + Reactive (2 panels, T=8) Old-world T3 Powered Two reactive plates at the shoulders. They go off loud. Panel replacement is workshop work.
Pre-collapse battle plate 18 Plate + Ablative (4 charges) Peak-era T4 Powered A full hardshell with ablative gel between layers. Rare enough that wearing one is a statement.
Lattice-woven heavy 17 Adaptive (N=2) + Plate Peak-era T4 Lattice-tied A heavy that thinks. Three turns into a fight, the wolves stop hurting it.
Bone-grown plate 16 Bio-symbiont (regen 2) + Plate Bio-engineered T3 Bio-bonded A Bloodborn craft. Grown to the wearer; cannot be passed to another.
Storm plate 17 Plate + ECM-lined Old-world T3 Self-sustaining A refit. A folded antenna runs along the spine. ECM-lined is passive.
Cargo-cult festival armor 16 Ablative (2) + Faraday + Adaptive (N=2) Salvage T2 Lattice-tied A grab-bag of working relics dressed in painted shells and ribbons. The Worldmaster decides what is real about it and what is decoration.

Powered armor

Powered armor is a fourth tier with its own rules. It is worn, not driven, and is not a vehicle.

Suit HP is repaired with a Repair Kit outside combat.

Suit Suit HP AC STR floor Provenance Tier Upkeep Notes
Light Exoskeleton 15 14 13 Old-world T3 Powered Mobility frame. Worn under fatigues. Carries one mount.
Combat Power Armor 30 17 15 Peak-era T4 Powered Frontline. Heavier suits exist in stories.
Heavy Walker 50 18 17 Peak-era T4 Powered Slower than a person. Will not fit through ordinary doors. Vehicle-adjacent.

Shields

A shield occupies the off-hand. A character may equip one shield in addition to armor unless the shield's description says otherwise.

Shield AC Tier Upkeep Notes
Buckler / standard +2 T1 Self-sustaining Mundane.
Tower +3 T2 Self-sustaining Movement reduced by 5 ft. Once per turn, an adjacent ally gains half-cover until the start of your next turn.
Riot / ballistic +2 vs. Kinetic only T2 Self-sustaining Sealed mechanism slot occupied. Normal AC vs. other categories.
Hardlight buckler +2 T4 Powered Once per round, negate the damage of one hit that would otherwise hit. Drains 1 cell per round of active use.
ECM shield rig +1 T3 Powered Carries the ECM-lined mechanism. Drains 1 cell per round of active use.

Screens

A Screen is a worn Lattice device keyed to the ambient Wind. It stacks with worn armor, shields, Fields, and detection-defense gear.

Most Screens look like a thickened bracer, a ribbed plate at the sternum, or an oversized belt clasp. You cannot see the barrier they project. You notice it when something hits you and the hurt does not arrive as expected.

How a Screen works

Every generator is keyed to one or more Wind colors. The six spectrum colors (Red, Orange, Yellow, Green, Blue, Violet) cover most generators recovered from old-world ruins. The two extremes -- Black and White -- appear only in pieces taken from deep Redoubts and Vril-ya installations.

When worn, the generator draws from the ambient Wind in its keyed colors and holds a pool of Field Points (FP) that absorb incoming damage before the bearer's own HP are touched. The size of that pool is the Wind level for the generator's keyed color multiplied by the generator's resonance rating -- or, for a multi-color generator, the sum of Wind levels across all keyed colors multiplied by the resonance rating.

Most generators have a resonance rating of 1. A Red-keyed generator at rating 1, in a location where Red Wind is at 5, holds 5 FP. A rating-3 generator in the same location holds 15. Exceptional generators at rating 2 or 3 exist; finding one is the kind of occasion a party remembers.

When the Wind level changes, the field's maximum changes with it. A field holding 4 FP when the Wind for its color drops from 5 to 3 immediately loses the 2 points the Wind no longer supports.

Mechanism resistances on worn armor apply to any damage that reaches the bearer -- whether because the field was depleted, because the attack bypassed the field, or because the generator has stopped cycling.

Depletion and the depletion baseline

When a field is reduced to 0 FP, it is depleted. The generator records the Wind level at that moment as the depletion baseline for each of its keyed colors. Until the field completes a full recovery cycle, the FP available is limited to the amount by which the current Wind exceeds that baseline.

A field depleted when Red Wind was at 2, now in a location where Red Wind has risen to 5, holds 3 FP -- the 3 points above the baseline. If the Wind falls back to 2, the field holds nothing. If it rises to 6, the field holds 4. The baseline only resets when the field completes its cycle.

Waiting for the Wind to rise does not restore a depleted field to full strength. Only the cycle can do that.

Cycle

Every generator has a cycle: the interval at which it fully recovers, resets its depletion baseline to zero, and refills to the current Wind maximum.

CycleWhen the field fully recovers
Round-cycleEnd of each round.
Minute-cycleAfter 1 minute (10 rounds).
Hour-cycleAfter 1 hour.
Short-cycleOn a short rest.
Long-cycleOn a long rest.

A round-cycle field is aggressive protection -- it catches up quickly but must be managed. A long-cycle field is a commitment: durable across a sustained engagement, but once depleted, the bearer lives on the depletion baseline until the next full rest.

Burnout

Some generators carry the Burnout trait. A Burnout generator that absorbs a single hit equal to or greater than twice its current maximum FP overloads. The device stops cycling entirely and provides no protection until the bearer makes a successful Tools check to restart it. The DC is set by the device's quality.

Burnout risk scales with Wind. When Red Wind is at 1, a rating-1 Red generator's maximum is 1 FP -- a single hit of 2 burns it out. When Red Wind is at 6, the same device requires a hit of 12 before overload is a risk. Deploying a Burnout generator when its Wind color runs low is a gamble on how much the next hit weighs.

Generators without the Burnout trait are built to a higher tolerance and cannot overload regardless of damage absorbed.

Reserve

Some generators carry the Reserve trait at a listed level. A Reserve generator is immune to Burnout.

When a Reserve generator is depleted, it does not stay at zero. At the end of the initiative turn on which the field was depleted, it restores to its Reserve level -- provided Reserve has not already fired this cycle. Reserve fires once per cycle. After it fires, a second depletion before the cycle completes leaves the bearer unprotected until the cycle resets.

The Reserve level does not scale with Wind. Reserve-5 always restores to 5, regardless of the current Wind level for the keyed color. That fixed floor is most valuable in locations where the matched Wind color runs weak -- the field delivers consistent protection that Wind-based math cannot.

Multi-color fields

A generator keyed to more than one color draws FP from each color separately and pools them additively. A Blue/Green generator in a location where Blue Wind is at 6 and Green Wind is at 3 holds 9 FP. That pool absorbs incoming damage from any source, regardless of category.

Multi-color generators cover Wind fluctuations that would leave a single-color generator exposed. A generator drawing from all six spectrum colors retains substantial coverage even when one or two colors drop. They are correspondingly rare and do not appear in ordinary trade.

A multi-color generator requires no minimum across all its keyed colors. It functions wherever at least one keyed color has a Wind level above zero. Colors at zero simply contribute nothing to the pool; the generator does not shut down because of them.

Black fields

Black fields are recovered artifacts, not traded goods. They draw from all six spectrum colors plus the Black spectrum -- seven keyed colors. The Black spectrum runs deep and irregularly, strongest near Fallen Redoubts and at sites whose Wind profile resists ordinary mapping. A Black field functions wherever at least one of its seven colors shows any Wind at all.

A Black field carries a listed number of autonomous responses per round. When the field is depleted, the generator detects the collapse and restores the field on its own -- without consuming any of the bearer's actions, bonus actions, or reactions. The field returns to its current maximum. A generator with 2 autonomous responses can do this twice per round in addition to its normal cycle behavior.

In a sustained engagement, a Black field with multiple autonomous responses behaves as though it cannot be removed from the fight. The field keeps coming back. The engineering behind this is not understood by anyone alive.

White fields

White fields draw from all six spectrum colors plus the White spectrum -- seven keyed colors. Like a Black field, a White field functions wherever at least one of its seven colors shows any Wind at all.

White fields carry a listed resonance return DC. When an attacker inflicts damage that the White field absorbs, the field resonates the disruption back. The attacker must make a DEX saving throw against the listed DC. On a failure, the attacker takes Force damage equal to half the damage they inflicted on the field.

No action from the bearer is required. The return is a property of how the White-spectrum channel responds to a disruption -- the same way a struck wire vibrates back. The attacker struck the field; the field answered.

Field Points, stacking, and absorption order

The protection a Screen or Field provides is measured in Field Points (FP), not Temporary Hit Points. Each worn Screen or Field maintains its own independent FP pool. Wearing a Red Screen alongside a Green Screen gives you two separate pools -- damage that depletes one does not affect the other. Each device tracks its own Burnout state, Reserve state, and Cycle timer independently.

When you take damage, absorption follows this order:

  1. Field Points -- your FP pools, depleted in an order you declare when you equip the devices. All FP pools are active simultaneously.
  2. Temporary Hit Points -- HP from abilities, traits, and other non-device sources. Only the highest single grant of Temp HP is active at a time (the keep-highest rule).
  3. Hit Points

Field Points and Temporary Hit Points are independent. A Red Screen that depletes does not reduce your Temp HP; a Temp HP grant from a Tradent encouragement does not interact with any Screen or Field pool.

Sample Screens

Screen Color(s) Rating Cycle Traits Tier Notes
Salvage wind-plate Red 1 Long-cycle Burnout T2 Common scavenge. Effective where Red runs high. A liability when it drops.
Hold field bracer Green 1 Short-cycle Burnout T3 Standard kit for a settled hold's guard. Recovers between fights.
Garrison field band Blue 1 Hour-cycle -- T4 Military-grade. No Burnout trait. Built to a higher tolerance.
Reserve clasp Violet 1 Short-cycle Reserve-5 T4 Restores to 5 FP at end of the depletion turn, once per cycle. Immune to Burnout.
Three-spectrum harness Red / Orange / Yellow 1 Long-cycle Burnout T4 Additive across three warm colors. Covers Wind fluctuation in charged terrain.
Full-spectrum array All six 1 Long-cycle -- T5 All six spectrum colors, additive. The kind of device a settlement builds a reputation around owning.
All six + Black 1 2 autonomous responses / round T5 Seven keyed colors, additive. Recovery independent of the bearer's turn. Functions wherever any Wind color is above zero.
All six + White 1 Resonance return (DC -- TBD) T5 Seven keyed colors, additive. Force damage return on attacker DEX save failure. Functions wherever any Wind color is above zero.

Fields

A Field is a worn device that projects a protective barrier from an internal cell. Unlike Screens, Fields do not draw from ambient Wind -- they draw from stored power. This makes them usable in miasma-dead zones and in locations where the needed Wind color does not run.

Bubble. At the start of each of the bearer's turns, gain X FP that absorb incoming damage of any category. If reduced to 0, the bubble breaches: no FP are generated on the bearer's next turn, and the Field remains breached until the generator recovers (N turns after combat ends, or one long rest, depending on the device). While active, the bearer has disadvantage on Stealth -- the field is faintly visible at close range. Drains 1 cell per round of active use.

Bias. A Bias Field generates X FP that absorb only one named damage category (Kinetic, Energy, Chem/Bio, or Radiation). A Bias generator may carry multiple category slots, switchable between encounters. Same breach and drain behavior as a Bubble.

Threshold variant. Some military-grade Bubbles also ignore any single hit dealing less than threshold T; this does not consume FP. Raider-grade Bias fields are flat soaks without threshold.

When a Field absorbs damage, mechanism resistances on worn armor still apply after the bubble breaches.

Field FP / turn Variant Tier Upkeep Notes
Raider bias field 6 One category, switchable between encounters T2 Powered Recovers after the next combat ends. Common across raider bands.
Standard bubble 10 All categories T4 Powered Recovers after a long rest. Faintly visible at close range.
Threshold bubble 12 All categories, ignores hits below T=4 T4 Powered Recovers after a long rest. Worn by people who expect a fight.

ECM and detection-defense gear

Standalone gear that defends against targeting, scanning, and tracking. Each item is worn or carried and stacks with armor, Screens, and Fields. Armor may also carry the ECM-lined or Faraday mechanisms as integrated alternatives.

Item Effect Provenance Tier Upkeep
ECM unit Active. The first incoming attack each round from a missile, seeker, or guided weapon has disadvantage. Counterable by counter-ECM. Drains 1 cell per round of active use. Old-world / Peak-era T3 Powered
Faraday cowl Passive. Resist Psionic. Disadvantage on opposed scrying, miasma-read, and targeting checks against the wearer. Old-world T2 Self-sustaining
Refractive cloak Passive. Ranged attacks against the wearer beyond 60 ft have disadvantage. Peak-era / Salvage T3 Self-sustaining
Chaff dispenser Consumable. As a reaction, dispense chaff. The next missile or seeker attack against you within 1 round automatically misses. Single use; restock at T2 or higher. Old-world T2 Self-sustaining

Ammunition

Ammunition is grouped by class rather than exact old-world caliber.

Ammo classFeeds
Arrow / BoltBows and crossbows.
SmallSidearms and light firearms.
LargeRifles, shotguns, and heavy firearms.
OrdnanceLaunchers and battlefield explosives.
EnergyEnergy weapons and charge systems.

Screen and Field piercing

Some weapons and ammunition are designed to bypass Screens and Fields. Where the bypass property lives depends on the weapon type.

Physical-projectile weapons (mechanical ranged, ballistic, kinetic) use piercing ammunition. The pierce colors are a property of the rounds, not the weapon; the same weapon can fire standard or piercing ammunition interchangeably.

Energy weapons carry pierce as a weapon property -- written as pierce:Red, pierce:Blue/Green, and so on. All shots from that weapon are treated as piercing the named color or colors, regardless of what cell or charge is loaded. This represents an emitter tuned to disrupt the named Wind-color resonance rather than be absorbed by it.

For Screens, the bypass rule is coverage: the named colors must cover every color the Screen is keyed to, or the Screen is fully effective. A pierce:Blue weapon against a Blue/Green Screen is resolved as though the weapon had no pierce property at all -- the Green layer is untouched and the Screen holds.

A Red-piercing round (or pierce:Red weapon) defeats a Red Screen. It does nothing against a Red/Green Screen. A Red/Green-piercing round defeats a Red/Green Screen but still fails against a Red/Green/Blue Screen. Coverage must be complete or the barrier stands.

Piercing (all) covers every color. It bypasses any Screen or Field regardless of color count or combination.

Color-specific piercing does not bypass cell-powered Fields. A Field draws from stored power, not from Wind resonance -- there is no color channel to disrupt. Only Piercing (all) can bypass a Field.

An attack that bypasses a Screen does not trigger a Burnout check. The Screen is not processing the impact; there is nothing to overload. Burnout checks apply only to hits that the Screen actually absorbs.

TypeWhat it bypassesWhere it livesTierNotes
Piercing (color-matched) Any Screen whose keyed colors are a subset of the named colors Ammo (physical) or weapon property (energy) T3 One type per color or combination. Specialist use.
Piercing (all) Any Screen or Field, any color combination Ammo (physical) or weapon property (energy) T5 Universal bypass. Rare and expensive.

Attunement

Old-world ammunition was not universal. Two boxes of "small" ammunition may come from manufacturing traditions separated by ages.

The miasma can mediate between ammunition and weapon. Given roughly one hour, ambient miasma, and the right class of ammunition, the Miasm may reshape fit, propellant behavior, casing interface, connector geometry, or energy frequency.

Limits:

This is why ammunition can function as field currency. It is portable, useful, and wanted by anyone who leaves the walls.

Restoration

Fitted ammunition fired from a weapon does not simply vanish. Most of it lands somewhere: in a target, in a wall, in the dirt. The Miasm can reforge spent rounds back to spec -- but only if the weapon they came from is present to serve as the template.

During a short rest, a character carrying a Fitted weapon at grade 0 or better may attempt Restoration. They gather what they can of the spent rounds, expose them to ambient Miasm alongside the weapon, and let the weapon's calibration signature guide the reshaping. The process consumes the rest. Half the Fitted ammo spent since the last Restoration is recovered and re-calibrated. The remainder is unrecoverable -- too fragmented, embedded in material, structurally failed, or simply gone.

Restoration has its own limits:

Restoration does not apply to Cell-Fed weapons. Spent cells are consumed, not deformed -- there is nothing left to reforge.

Tools

Tools let characters solve problems without turning every scene into combat.

ToolTypical abilityWeightCost
Lockpick SetDEX-tbd--tbd-
Medical KitWIS-tbd--tbd-
Repair KitINT-tbd--tbd-
Signal FlareNone or WIS-tbd--tbd-
Climbing GearDEX or STR-tbd--tbd-
Hacking RigINT-tbd--tbd-

Lockpick Set

Bypass old security or simple locks.

Medical Kit

Treat injuries outside combat.

Repair Kit

Restore or stabilize equipment.

Signal Flare

Mark position or reveal nearby terrain.

Climbing Gear

Cross vertical or unstable terrain.

Hacking Rig

Interface with pre-apocalyptic systems.

Tool proficiency matters when the regulations call for it. In handbook play, the useful question is simple: did you bring the thing that makes your approach possible?

Toxins and antitoxins

Toxins overlay other delivery methods. They may be applied to weapons, ammunition, ordnance, or direct administration.

Common toxin families:

Common counters:

Vehicles and mounts

Vehicles are old-world mechanical conveyances. Mounts are living creatures used for movement, cargo, and travel. Both can change what terrain the party can cross and how much risk they can carry.

Vehicles need repair and power. Mounts need food, rest, training, and trust.

Relics

A relic is valuable when someone can use it, demonstrate it, repair it, trade it, or learn from it. Mystery alone is not value. A device that hums but cannot be operated is a gamble. A device that purifies water changes a settlement's future.

When you find a relic, ask:

Currency and trade

The Lethean Age's post-collapse economy does not run on coinage or precious metals. It runs on portable capability: a thing has value because it keeps people alive, powers devices, produces food, water, medicine, or information, enables travel or defense, and can be exchanged across settlements because its output is understood. The most respected forms of value produce repeatable benefit over time.

The current regulations use Scrap as standard earned currency and Crystals as a premium resource; they are independent currencies with no direct exchange. Many settlements also barter in capability. The sections below reflect the Everett model, which applies when the campaign is set in or near Everett or when the World Master promotes these rules into broader canon.

Dead glass is bulk. Live code is wealth.

Recognized currency categories

CategoryWhat belongsTrade role
Energy currencyChemical, Solar, Atomic, Fusion, Crystal, and Living Cells. Also charged receivers or portable power units when locally trusted.Strongest cross-settlement currency because nearly every settlement needs power and output can be tested.
Ammunition currencyArrow / Bolt, Small, Large, Ordnance, and Energy ammunition classes.High-liquidity field currency for small exchange, guard payment, scavenger contracts, dangerous-road barter, emergency trade.
Verdant currencyLive Seeds, Live Slates, Verdant Totems, Warm Glass lots, Greenhouse-certified glass.Life currency. Often inconvenient for minor trade, but among the highest forms of wealth because it produces future value.
Bulk salvageDead Glass, broken Slates, scrap metal, skins, building materials, cable, tools, relic fragments, other useful material.Not worthless, but rarely worth significant trade unless present in large quantities or tied to a reliable source.

Power cell classes

Settlements normalize cell value by expected output rather than maker, model, or old-world label.

ClassOutput profileTrade role
ChemicalShort, reliableCommon currency. Useful for small tools, lamps, simple weapons, and day-to-day trade.
SolarLow, rechargeablePersistent low-denomination value. Not worthless when drained -- light restores them.
AtomicLong, stableMajor trade standard. Portable, reliable, meaningful capacity.
FusionDense, rareLarge-denomination strategic currency. Powers defense systems, clinics, signal towers, Greenhouses, vehicles, and relic infrastructure.
CrystalHigh value, unusual interfaceSpecialist-appraised. Some perfectly reliable; others require particular holders, sockets, light, songs, angles, colors, or Miasm conditions.
LivingRegenerative, temperamentalTrusted where understood, dangerous where misunderstood. May regenerate, feed, bond, pulse, sleep, or react to handlers.

Settlement exchange ratios

Each settlement maintains its own exchange ratios among power cells, ammunition, live Seeds, dead glass, tools, food, water, and labor. Ratios differ by local need: a dry settlement values water Totems above weapons; a threatened settlement values ammunition and defensive power; a settlement with a Greenhouse values Warm Glass more than one that cannot revive it. A good trader understands not just value, but local hunger.

Verdant Glass

Verdant Glass is the Everett working term for old glass, cards, slabs, and relic interfaces that can organize the miasma into repeatable output. Seeds (fixed patterns), Slates (mutable orchestrators), and Verdant Totems (functional assemblies) make up the Verdant currency category. A Live Seed that makes water, food, signal, or medical supply is wealth because it produces tomorrow's value.

Wealth

Wealth is the accumulation of portable or defensible capability: power cells, ammunition, working weapons, live Seeds, Slates, Verdant Totems, strong beasts, medical stores, repair tools, usable relics, trusted maps, safe routes, signal links, allied settlements, Greenhouse access, Cultivator service.

The following are not normally wealth by themselves -- they may become wealth if a settlement has a specific use for them: coins, precious metal trinkets, decorative relics, unverified devices, tiny quantities of bulk material, dead machines too large to move and too broken to use, wonders no one can interpret.

High wealth has high capability density. A single Fusion Cell may be worth more than a cart of scrap because it can power a clinic, signal tower, or defense system. A Live Seed may be worth more than a wagon of food because it produces food again tomorrow.

Appraisal, proof, and certification

Appraisal is determining whether an object has recognized value. The questions an appraiser asks: does it work; how long does it work; what does it produce; can ordinary people use it; can the enclave repair it; is it dangerous to store; does it require a host, sunlight, or a specific location; is it alive or drifting; can its output be measured.

The strongest proof is demonstration. A water device must clean water. A Seed must produce yield. A cell must discharge. A weapon must fire. Claims have little value without demonstration, witness, or Cultivator certification.

A Cultivator, Greenhouse Keeper, recognized trader, elder, or guild authority may certify Verdant Glass or other relics. Certification does not make a thing valuable. It makes its value legible.

Trade and The Law

The Law (Book 0 sec. 0.9.4.1, fourth tenet) forbids breaking a trade freely made. This makes currency possible: without social enforcement, portable value invites theft; with the Law, exchange can exist between beings who do not share origin, species, faction, language, or trust.

Fraud violates the spirit of trade and may be treated as breaking trade: selling Cold Glass as Warm Glass, claiming a dead Seed is live, hiding burnout, passing a false cell, selling a dangerous Totem without disclosure, misrepresenting yield. Punishment depends on settlement custom, but exile from trusted trade is common.

Black markets exist for those outside the Law. Outlaw trade often includes corrupted devices, stolen Seeds, unstable Living Cells, untested weapons, parasite goods, and relics rejected by lawful markets. Black markets may offer extraordinary value, but they do not offer recourse.