The Weapon Codex for Stars Without Number and Stars Without Number Revised Edition is a collection of homebrew, and modified, weapons, armors, and equipment that is meant to serve as a centralized hub for games where the weapons are brought into a normal game of Stars Without Number (original or revised). All weapons and armor on this page are my own, except those marked with {} which indicates who created the weapon/armor/piece of equipment.
Crossbows are simple weapons that fire a wood and metal bolt using tension on a bow. After every shot a crossbow must be reloaded.
While normal crossbow bolts lack the ability to be retrieved after being fired and the ability to penetrate powered armor, TL 4 bolts give the crossbow the ability to penetrate powered armor and, if the bolt didn’t hit a powered armored target, the bolt can be retrieved.
Repeating crossbows add extra mechanical complexity to the weapons, but allow for the crossbow to be loaded from the magazine by moving the trigger back into firing position. Doing so is a normal part of operating the weapon and does not cost any extra actions.
Repeating crossbows use bolts just like normal crossbows and can use TL 4 bolts to the same effect.
Crude pistols are the simplest type of pistol in the wasteland (or used in space). Often little more than a barrel, spring, and a trigger, crude pistols are either loaded with powder and a metal ball or a normal pistol cartridge, however both are difficult and take two turns to load instead of just one. Depending on the quality of the craftsmanship, these may just explode in the user's hand on a bad roll.
Muskets are the simplest type of longarm in the wasteland. They are usually muzzle-loaded rifles and take two rounds to reload due to the difficulty of loading the weapon.
Revolvers and heavy revolvers are basic and reliable pistols that do not risk jamming in harsh environments. They are also easy to produce with minimal manufacturing capability, and are extremely popular due to this.
Semi-auto pistols and heavy SA pistols are the sidearm of choice for the militaries of the old world. Whenever a round is fired a new round is automatically loaded into the chamber.
Hold-out revolvers and SA pistols are the weapons of the sneaky kind of disreputable. These weapons offer a +2 to be hidden, but are hard to work with because of their small size. They take two turns to reload and any attempts to fix or make them take a -1 modifier.
Shot-revolvers use a revolving cylinder and smaller version of shotgun shells. Just like shotguns, shot-revolvers can use slug rounds which deal 1d8+1 damage with a range of 35/60 meters. Shot-revolvers do not risk jamming in harsh environments.
Heavy shot-pistols are little more than a barrel and a trigger that fires full size shotgun rounds. Due to the amount of recoil, every shot requires the shooter to make a DC 7 Combat/Pistol check using either strength or constitution as the modifier. Just like shotguns, heavy shot-pistols can use slug rounds which deal 2d6 damage with a range of 35/60 meters. Heavy shot-pistols do not risk jamming in harsh environments.
Lever-action rifles store their ammunition inside of a tube beneath the barrel and use a lever to load the next round that also serves as the trigger guard. While lever-action rifles are arguably better than bolt-action rifles, lever-action rifles limit the user to only being able to fire every other round when prone.
Lever-action rifles store their ammunition inside of a tube beneath the barrel and use a lever to load the next round that also serves as the trigger guard. While lever-action rifles are arguably better than bolt-action rifles, lever-action rifles limit the user to only being able to fire every other round when prone.
Bolt-action rifles are the most common longarm in the wasteland. As reliable and easy to maintain as revolvers with all of the advantages of being a rifle, bolt-action rifles have earned their place as the top dog. Bolt-action rifles do not risk jamming in harsh environments.
Semi-auto rifles were common civilian weapons in the old world. They were collected as civilized versions of common military combat rifles.
Bolt-action and semi-automatic sniper rifles are long range rifles intended for only the most skilled sharpshooters. These rifles often come with scopes, which can be removed with 1 minute of work or put on with 10 minutes of work. While a sniper rifle has a scope attached, any attack made at 20 meters or less takes a -2 to hit.
If the user of a sniper rifle has a steady rest and commits a full round of aiming before firing, any hit inflicted by the rifle on an unsuspecting target requires an immediate Physical Effect save by the victim at a penalty equal to the sniper’s Combat/Longarm skill. Failure indicates death.
AM rifles rifles, short for anti-material rifles, are weapons designed for use against light vehicles. These weapons are extremely heavy rifles that fire bullets that near shells in size and are almost exclusively armor piercing. AM rifles ignore up to 6 points of armor.
When fired at a target smaller than a small car, AM rifles take a -5 penalty to hit.
Double barrel shotguns are effectively two barrels large enough to fit a shotgun round into them. Gumming up a double barrel shotgun is even harder than gumming up a revolver. Double barrel shotguns do not risk jamming in harsh environments.
Double barrel shotguns can fire slug rounds that do 2d6 damage and have ranges of 50/75 meters.
Pump-action shotguns add an ammunition filled tube to the bottom of a shotgun. A small handle on the tube can be pumped to eject the current shell and load a new one.
Pump-action shotguns can fire slug rounds that do 2d6 damage and have ranges of 50/75 meters.
Combat shotguns are automatic shotguns used almost exclusively by old world militaries. Like normal shotguns, combat shotguns can use slug rounds.
Combat shotguns can fire slug rounds that do 2d6 damage and have ranges of 50/75 meters.
Pistol carbines are the second most common type of longarm in the wasteland, trumped only by the bolt-action rifle. While not coveted for their damage or range, pistol carbines offer reliable range and damage with lower cost ammunition than most rifles. They suffer from the same reliability issues as all semi-automatic weapons.
Machine pistols are pistols designed to send a barrage of pistol rounds in the general direction of the barrel. While they are cheap to operate, they are extremely finicky and will jam when a natural 1 is rolled, regardless of how well they are maintained.
Submachine guns are simple and reliable automatic weapons firing pistol rounds. Much like pistols they do poorly outside of short ranges. Submachine guns take twice as long to acquire jam penalties while in harsh environments.
Heavy submachine guns guns fire bigger pistol rounds than submachine guns. Heavy submachine take twice as long to acquire jam penalties while in harsh environments.
Fast-bolt submachine guns are the bigger brothers of the machine pistol. Much like the machine pistol, fast-bolt submachine guns are extremely finicky and will jam when a natural 1 is rolled regardless of how well they are maintained.
Combat rifles, also called assault rifles, are automatic rifles that fire light rifle, or intermediate, rounds. While they lack the raw power and penetration of the bolt-action rifle they do offer a greater volume of fire and larger magazine. These are the most common weapon of old world armies.
Auto-mag carbines are the magnetic acceleration weapon equivalent to the combat rifle. While not as powerful as slower firing mag rifles, the automag carbine does offer the ability to put multiple rounds down reasonable range with improved stopping power.
Squad support auto-mags are the magnetic acceleration weapon equivalent to the squad automatic weapon (SAW). While not as powerful as slower firing mag rifles, the squad support auto-mag does offer the ability to suppress and to put multiple rounds down reasonable range with improved stopping power. In order to use the suppressive fire option, the weapon needs to be mounted to a flat surface, which takes 1 turn. When mounted, the weapon also gains a +1 bonus to hit.
Mag sniper rifles are what happens when someone asks for a sniper rifle that can penetrate powered armor. Taking the mag rifle's range to the next level, mag sniper rifles are exceptionally effective at dropping unsuspecting targets at long range. Aside from the additional effective range of a mag sniper rifle, any target it mortally wounds via an execution attack will die instantly, with no chance for stabilization.
Squad automatic weapons (SAWs) are combat rifles with larger magazines and barrels designed for continuous automatic fire. Most old world fire teams had at least one member that used a SAW. In order to use the suppressive fire option, the weapon needs to be mounted to a flat surface, which takes 1 turn. When mounted, the weapon also gains a +1 bonus to hit.
Designated marksman rifles (DMRs), sometimes also called battle rifles, are longer range automatic rifles designed to act as short range snipers. DMRs are often deployed to one soldier per fireteam or one soldier per two fireteams.
The user of a DMR may aim for a move action before making their attack. If they do this, they ignore the AC bonus from cover. This stacks with bonuses from any other aim action that takes at least a move action.
Light machine gun (LMGs) are belt-fed automatic weapons which fire standard light rifle rounds. Their large size allows them to be used with either Combat/Automatic or Combat/Gunnery. In order to use the suppressive fire option, the weapon needs to be mounted to a flat surface, which takes 1 turn. When mounted, the weapon also gains a +1 bonus to hit.
Laser SMGs are the close range weapons of polities that wanted to combine the safe use of void carbines, the close range potential of SMGs, and the logistical efficiency of laser rifles into the same weapon. Laser SMGs are commonly seen on troops deployed to urban warfare, ship defense, and vehicle crewing.
A laser SMG won't penetrate internal ship plating. An attack with a Laser SMG at 30 meters or less against a human sized target will reroll any 1s rolled for damage.
Laser squad automatic weapons (LSAWs) are laser rifles with upgraded energy feeds and improved cooling systems with the intention to allow the weapons to fire for extended periods of time in automatic fire.
Because they have no recoil, LSAWs can suppress without needing to be mounted, but also gain no benefit from being mounted. LSAWs also gain the +1 to attack rolls afforded to energy weapons.
Plasma beam rifles replace the plasma projector's plasma ball with a long beam of plasma that offers further reach and more continuous firepower at the expense of raw damage and not being able to use normal plasma cans.
Bolt pistols and rifles are the standard infantry weapons of the little green men and the grays. They most commonly shoot small bolts of blue plasma, but the color can vary based on the bolt cell being used. These rifles are brutal and ignore any AC provided by armor that isn't TL 5 xenotech as well as being treated as gunnery weapons versus vehicles that aren't using TL 5 xenotech armor.
Bolt pistols and rifles have the option to deal nonlethal damage. When they do this, keep track of the non-lethal damage and if the number becomes higher than the current health of the victim, the victim goes comatose for 6 hours.
Medium machine guns are a family of air and water cooled automatic weapons designed for taking out infantry at range. Unless the machine gun is mounted to a vehicle or emplaced position, the machine gun is incapable of suppressive fire or spray and pray.
A medium machine gun only ignores 4 points of armor when used against a vehicle or suit mech, but does have the ability to spray and pray, using 2 ammunition (20 rifle rounds) and gaining a +4 to hit and damage against a single target.
Heavy machine guns are a family of air and water cooled automatic weapons designed for taking out vehicles. Unless the heavy machine gun is mounted to a vehicle or emplaced position, the machine gun is incapable of suppressive fire.
Heavy machine guns are too heavy to be effective without being mounted. When the weapon isn't mounted to a vehicle, tripod, or similar sturdy mounting, it takes a -6 to all attacks.
Light cannons, cannons, and heavy cannons are single shot vehicle weapons that fire large, solid projectiles called shells. These are the preferred vehicle to vehicle weapons of the old world. The designs presented here have magazines that autoload into the cannon, but some makers prefer to have these weapons manually loaded to increase flexibility. Such cannons only have a magazine of one, but the shell is loaded directly into the firing mechanism allowing greater flexibility in ammo type.
Heavy cannons are sometimes referred to as rifled tank guns.
Burst cannons, also called autocannons, are automatic firearms that fire rounds so big they are considered shells. Often slower firing than traditional machine guns, burst cannons cannot suppress, but pack a bigger punch.
Artillery cannons, also known as mobile howitzer, are cannons intended to be fired extremely long ranges. These weapons are ineffective at close range or against moving targets, but can target fixed locations. An artillery cannon shot has a damage radius of 50 meters.
Rocket launchers cover a wide variety of man-portable missile launchers of varying degrees of sophistication. The weapons are usually equipped with basic tracking sensors, but are of limited accuracy against human-sized targets. Rocket launchers take a -4 hit penalty against targets of human size or smaller. Unlike most Gunnery weapons, rocket launchers can be shoulder-fired without a prepared emplacement to support them.
The normal rocket used in a rocket launcher is intended for anti-armor and has no blast radius, but rerolls 1s on damage rolls. When loaded for anti-infantry, the damage drops to 3d6, takes no penalty when firing at human-sized targets, doesn't count as a gunnery weapon for the sake of armor penetration, and has a blast radius of 10 meters. When an anti-infantry rocket misses, it lands 2d20 meters away in a random direction.
Rocket pods, also called hydra arrays, are pods of lighter rockets designed to be fired in bursts and cover areas in suppressive fire. Rocket pods are normally loaded with anti-infantry rockets, but can be loaded with high explosive rockets that deal the same amount of damage, but have a blast radius of 5 meters and penetrate vehicle armor on a direct hit.
The gunner of a rocket pod may designate up to three attack rolls (with target), each attack roll uses up 1 rocket. Each successful hit on a target allows the gunner to roll damage once, but only the highest damage roll on a given target applies.
Grenade launchers launch explosive projectiles (usually grenades) at far greater distances than a human arm. Grenade launchers use specialized grenades that cost twice as much, but can be thrown or launched.
Two major variants of the grenade launcher exist: Under-barrel and hand-held. Under-barrel grenade launchers can be attached to any rifle, have a magazine of 1, add 1 encumbrance to the weapon, and allow the grenade to be fired without switching weapons. Hand-held grenade launchers have a magazine of 6, an encumbrance of 2, and are a separate weapon.
Vehicle Mounted Grenade launchers launch explosive projectiles (usually grenades) at far greater distances than a human arm. Grenade launchers use specialized grenades that cost twice as much, but can be thrown or launched.
Grenade cannons are the vehicle mounted versions of the grenade launcher. Thanks to longer barrels and higher power grenades, these launch heavier grenades farther than a normal grenade launcher. Most grenade cannons are belt fed, but some use large magazines to feed munitions.
Grenade cannons use specialized grenades that cost 4 times as much, but increase their damage by one die (d4 to d6 to d8 to d10 to d12 to d20) and their radius by one half.
AP plasma cannons are typically rotating-barrel weapons that fire a high volume of magnetically contained plasma charges. They are designed for anti-personnel use and do not count as gunnery for the sake of overcoming armor. They are heavy, however, and require strength 14 to wield without a mount.
AV plasma cannons fire large charges of magnetically contained plasma designed to decimate vehicles. These weapons have a charge time that makes targeting anything human in size difficult, applying a -4 penalty on attack rolls against such targets. Due to the weight of the weapon, strength 14 is required to wield it without a mount.
Portable railcannons are the magnetically accelerated projectile equivalent of anti-material rifles. These massive monsters have so much force behind their projectiles that every time one is fired, the gunner must DC 10 con/gunnery skill check or be stunned for a turn by the recoil. If they have spent at least 1 minute setting the portable railcannon up and haven't moved, they gain a +2 to the con/gunnery check. If a portable railcannon is mounted on a vehicle, an immobile tripod, or the like, the character doesn't need to roll the con/gunnery check.
Light mag cannons are vehicle scale magnetic projectile weapons. They are the smaller brothers of mag cannons and serve to arm lighter vehicles with powerful, armor penetrating weapons. Like mag cannons, light mag cannons ignore armor, even armor against gunnery weapons.
Mag cannons are vehicle scale magnetic projectile weapons. These monsters strike with all the efficiency of a mag rifle and the size of a heavy cannon. These weapons ignore armor, even armor against gunnery weapons. If a person is hit by one of these weapons and it doesn't kill them from the damage, they must make a Physical saving throw. If they fail, they die with no hope of being revived.
Bolt MGs are the heavy automatic weapons favored by the little green men and the grays. Bolt machine guns ignore any AC provided by armor that isn't TL 5 xenotech. The bolts of a bolt machine gun are magnetic and gain a +4 to hit when targeting a vehicle or a +2 when targeting infantry that is wearing metal armors.
Bolt cannons are the standard anti-vehicle weapon of little green men and the grays. These fire large bolts of plasma that quickly heat up vehicles and their crew, causing the pilot of any vehicle hit to have to roll a Tech saving throw or have any rolls made by the vehicle or its crew to have a -1 penalty. This penalty goes away from the crew when they have had time to cool off and from the vehicle when it is repaired by at least 5 hit points.
Multiple failed Tech saves cause the penalty to increase by -1 per failure.
Medium machine gun: A lighter anti-personnel choice for mass strapped mechs. A medium machine gun only ignores 4 points of armor when used against a vehicle or suit mech, but cannot effectively harm light or heavy mechs, even when upgraded to a TL4 variant.
Light cannon, cannon, and heavy cannon: A standard TL3 upgraded for use on mechs. Do to the abundance of TL4 alternatives available, most armies set asside this classical weapons of destruction, as even when upgraded to TL4, their armor penetration is lackluster. In order to damage light and heavy mechs, cannons must be upgraded to their TL4 equivalents, which costs twice as much as a TL3 version.
Burst cannons: An uncommon weapon on mechs due to its limited armor penetration, they cannot penetrate light or heavy mech armor unless upgraded to the TL4 equivalent. Burst cannons can be upgraded to their TL4 equivalents by paying twice as much as a TL3 version.
Artillery cannons: These weapons are ineffective at close range or against moving targets, but can target fixed locations. An artillery cannon shot has a damage radius of 50 meters.
Grenade cannons: An area of effect weapon most commonly used to allow mechs to aggressively discourage groups of infantry. Grenade cannons do not count as gunnery for the sake of overcoming armor and cannot harm light or heavy mechs. Grenade cannons use specialized grenades that cost 4 times as much, but increase their damage by one die (d4 to d6 to d8 to d10 to d12 to d20) and their radius by one half.
AP plasma cannons: A rapid fire plasma weapon utilizing multiple rotating barrels to bypass the normally slow firerate of plasma weapons, producing a capable anti-infantry weapon. AP plasma cannons do not count as gunnery for the sake of overcoming armor and cannot harm light or heavy mechs.
AV plasma cannons: Heavy plasma weapons meant for taking out vehicles and light mechs from a slightly longer range than plasma throwers, if at a slightly slower rate of fire.These weapons have a charge time that makes targeting anything human in size difficult, applying a -4 penalty on attack rolls against such targets.
Light mag cannon: A weapon commonly used as a middle ground between the railgun and rail cannon, offering an acceptable rate of fire and a considerable amount of damage.
Musket rounds are a small metal ball, explosive powder, and wading. These can be packaged as individual loads or separate pieces that are individually loaded in to the musket.
Hold-out, pistol, and heavy pistol bullets are small cartridge bullets intended for sidearms and only effective at short ranges.
Light rifle, rifle, and heavy rifle bullets are cartridge bullets intended for long barreled firearms and intended to be fired over a distance.
Small-shot shells are shotgun shells designed for use in concealable shotguns. They can be purchased as either shot (multiple, small pellets) or slug (a single large projectile).
Shotgun shells are usually a tube loaded with explosive powder and small metal balls (shots) or a single large projectile (slug). Both types of shotgun shells have the same price and weight.
Light shells, shells, and heavy shells are large rounds ranging from about the size of one's hand to the size of one's whole leg. They are primarily used in cannons.
Rockets are a type of projectile powered by a constant thrust, usually a chemical engine. They can be found in either anti-infantry, anti-armor, or high-explosive variants.
A and B cells are a complicated mix between a super-capacitor and a battery. While they store massive amounts of power, their ability to discharge is exceptional. Charging an A-cell takes 30 minutes and 20 electrical units. A B-cell requires 6 hours and 240 electrical units. A and B cells can't power TL 3 electronics without complicated converters.
For weapons that use A and B cells, a single cell counts as a magazine.
Plasma and heavy plasma cans are tubes with batteries attached that contain a volatile mix of materials that, once charged, become super heated plasma. Recharging the battery takes 1 hour and 40 electrical units for a plasma can, while a heavy plasma can takes 12 hours and 480 electrical units. Refilling the plasma is near impossible outside of locations with plasma rechargers and (possibly) rare materials.
TL 4, or higher, worlds may have plasma rechargers at factories using plasma cutters and welders as well as at military installations. Most of the time these facilities are not available to the public without special permit, but when they are available it usually costs 2 credits to recharges a plasma can and 15 credits to recharge a heavy plasma can.
For weapons that use plasma and heavy plasma cans, one can counts as a whole magazine. The battery of a plasma can, or heavy plasma can, can be accessed with 5 minutes, a multitool or postech toolkit, and a DC 7 int/tech/postech skill check.
Mag and heavy mag rounds are basically bullets, except instead of explosives it contains a capacitor.
Bolt and heavy bolt cells are the strange alien munitions. To the ordinary man it looks and feels like a small cylinder made of aluminum. How the cell works, only aliens truly know. In order to recharge the cell one must return to an alien saucer or mothership and use the recharging machines which take 5 minutes per cell to be recharged. Alien cells require materials that can't be found on Earth.
For weapons that use bolt and heavy bolt cells, one cell counts as a whole magazine.
Plasma rechargers are devices used to recharge plasma cans.
Portable rechargers can be carried by a single person and used in the field, recharging a single plasma can or heavy plasma can at once.
Immobile plasma rechargers can charge up to 12 plasma cans or heavy plasma cans at once. They are too large to be carried by a single person, but they can be placed on a vehicle for 300kg.
Plasma rechargers require electricity in order to recharge the power cells within plasma cans. A normal plasma can requires 1 unit of plasmatic material to recharge while a heavy plasma can requires 5 units of plasmatic material.
Plasmatic material is a combination of materials that, when energized, rapidly forms into super heated plasma. While these mixtures usually have industrial and military uses on TL 4, or higher, worlds, they are rarely available to civilians without special permissions.
Military grade plasmatic material is a form of plasmatic materials optimized for use in weapons. This variant of plasmatic material is not sold publicly except on worlds with laws on weapons ownership similar to pre-gangster America.
When a plasma can or heavy plasma can filled with military grade plasmatic material is loaded into a plasma weapon, the weapon adds +1 damage per damage die (+2 if gunnery) of the weapon. If used with the plasma sheath weapon modification, military grade plasmatic material adds an extra +1 (+2 if gunnery or sniper rifle) to damage and non-gunnery weapons count as gunnery weapons for the sake of over coming armor.
Military grade plasmatic material is even more unstable than normal plasmatic and cannot be used with tools that use plasmatic material, unless they are explicitly designed to handle the stresses of military grade plasmatic material.
Plasma sheaths are devices that magnetically charge metallic slugs and wrap them with a layer of plasma. This makes the projectile more dangerous, but means the weapon now consumes plasmatic material and that the projectile glows as it travels to its target.
Plasma sheaths can only be applied to projectile weapons, projectile-based gunnery weapons (like the HMG and Railcannon), and rocket/missile launchers. The strong magnetic field required to make the plasma sheath work prevents it from being used with smart munitions, as it would fry the electronics. An installed plasma sheath can be activated or deactivated as a movement actions.
When activated, the plasma sheath adds +2 to the damage of the weapon (or +4 if the weapons is gunnery or a sniper rifle) and makes the weapon count as TL4 for the sake of over coming armor. If the weapon has a magazine of 50, or greater, then it uses a heavy plasma can and can fire 100 shots before depleting the heavy plasma can. If the weapon is a gunnery weapon with a magazine of less than 50, then it uses a heavy plasma can and can fire 10 shots before depleting it. If it is a projectile weapon with a magazine less than 50, then it uses a plasma can and depletes it after 40 shots.
This weapon modification requires fix 3 and 1 pretech scrap in order to install. If this mod is found, or purchased, in a pre-made kit (typically at least twice the price), it only requires fix 1 to install.
Shoulder beam cannons are a form of build in weapon that replaces the shoulder with a significantly more space efficient artificial muscle and a stored plasma beam weapon. The weapon itself has the same combat statistics as the plasma beam rifle, except that is has no encumbrance, it has a magazine of 10, and takes a standard plasma can. If military grade plasmatic material is used, then the should beam cannon counts as a TL 5 weapon, or a xenotech weapon in settings where that would be of benefit.
When not in use, or readied for combat, the shoulder beam cannon is retracted. While the shoulder beam cannon is retracted, the character can wear and use any clothing or armor they could normally wear without the shoulder beam cannon. When extended, the shoulder beam cannon can only be used with specially designed clothes or armors, with the exception of clothes that leave the shoulder exposed (like a tank top). Retracting or extending a shoulder beam cannon is a move action and can be done as part of normal movement and can rip through standard casual clothing. A shoulder beam cannon does not count towards duel wielding.
Shoulder beam cannons come in two forms of installation: obvious and disguised. Obvious versions are often used by super-soldiers and cyber-ninjas as a backup weapon, and appear as the entire shoulder being made of metal which is obviously a weapon to TL4, and higher, sensors. Disguised versions are typically used by assassins and guards, appearing as the user's natural shoulder to anything short of surgical examination and is able to bypass TL4 weapons sensors as well as simple TL5 weapons sensors.