The veteran salvager had a saying: you can tell everything you need to know about a crew's last three years by checking what they carry. Not their best gear. Their carry gear. The pistol that has a chip out of the grip. The blade with two different materials in the handle because the original failed and they used what was at hand. The combat knife that has been sharpened so many times it is technically a different knife. The gear a crew carries every day tells you where they have been and what they expected to need when they got there.
This chapter catalogs personal weapons available in the Verge. Ship-mounted weapons are covered in the Void Drifters Vehicles Manual. Grenades and explosives appear at the end of the ranged weapons section.
All prices are baseline credits at a mid-sized independent station. See Chapter 3 for how prices vary by location and legal framework. Items tagged /R are Restricted and require permits or black-market sourcing. Items tagged /I are Illegal in all major power jurisdictions and are available only through criminal channels.
Item Quality Reference
The following qualities appear in weapon stat blocks in this chapter. Full rules for all qualities appear in Chapter 13.
Passive Qualities (always active):
- Accurate X: Add X Boon Dice to attack rolls with this weapon.
- Concealable: Reduces difficulty of checks to hide this weapon on your person.
- Cumbersome X: Requires Might X to wield without penalty; each point of Might below threshold adds 1 Bane Die to attack rolls.
- Defensive X: Adds X to the wielder's Melee Defense characteristic while this weapon is held.
- Inaccurate X: Add X Bane Dice to attack rolls with this weapon.
- Limited Ammo X: This weapon has X uses before it must be reloaded or replaced. Reloading takes 1 action.
- Pierce X: Ignores X points of the target's Resistance.
- Prepare X: Requires X Maneuver actions before the weapon can be fired or used.
- Slow-Firing X: After firing, X full rounds must pass before the weapon can be fired again.
- Suppressed: Firing this weapon does not increase the difficulty of Stealth checks the way a normal weapon discharge would.
- Superior: Automatically generates 1 Boon on attack rolls; damage or armor rating +1.
- Inferior: Automatically generates 1 Bane on attack rolls; damage or armor rating -1.
- Vicious X: Adds X×10 to Critical Injury rolls made with this weapon.
Active Qualities (spend 2 Boons to activate unless otherwise noted):
- Auto-fire: Add 1 Bane Die to the attack roll; spend 2 Boons per additional hit on the same target or nearby targets.
- Blast X: All targets Engaged with the primary target (or in the blast radius) take X Wounds.
- Burn X: Target continues to take the weapon's base damage for X rounds.
- Concussive X: Target is Staggered for X rounds.
- Disorient X: Target adds X Bane Dice to all checks for X rounds.
- Ensnare X: Target is Immobilized for X rounds.
- Ion X: Deals X System Damage to vehicles, drones, or AI-operated systems.
- Knockdown: Target is knocked Prone.
- Linked X: Spend 2 Boons per additional hit, but only against the same target.
- Stun X: Target takes X Strain.
- Stun Damage: All damage dealt is Strain rather than Wounds.
- Sunder: Damages one item the target is carrying or wearing.
Unarmed and Brawl Weapons
Not every fight starts with a weapon drawn. Close-quarters brawling, grappling, and the improvised violence of a ship corridor or station back corridor are realities of life in the Verge. The items below enhance or formalize unarmed combat without changing its fundamental character: you are still fighting with your body; you are just making your body slightly more dangerous.
All brawl weapons use the Unarmed skill unless otherwise noted. Damage listed as +X adds to the attacker's Might characteristic.
| Weapon | Skill | Dmg | Crit | Range | Enc | Price | Avail | Qualities |
|---|---|---|---|---|---|---|---|---|
| Brass Knuckles | Unarmed | +1 | 4 | Engaged | 1 | 50cr | Common | Pierce 1 |
| Shock Knuckles | Unarmed | +2 | 3 | Engaged | 1 | 150cr | Uncommon | Stun Damage, Stun 3 |
| Dhoran Grip Wraps | Unarmed | +1 | 3 | Engaged | 1 | 75cr | Uncommon | Knockdown |
| Felina Claw Extensions | Unarmed | +2 | 2 | Engaged | 1 | 200cr | Uncommon | Vicious 1 |
| Ssarathi Coil Strike Harness | Unarmed | +2 | 3 | Engaged | 1 | 300cr | Uncommon | Ensnare 1 |
| Electro-Knuckles | Unarmed | +3 | 3 | Engaged | 1 | 400cr | Uncommon/R | Stun 3, Pierce 1 |
Brass Knuckles
The oldest knuckle weapon in the Verge, and still common enough that security officers at most stations do a cursory check for them. A simple metal or composite frame that fits over the first four fingers, brass knuckles do exactly one thing: make a punch hit harder. The Pierce 1 quality represents the concentrated impact point, more of a strike than a press against soft tissue. Available everywhere, legal nearly everywhere, and easily overlooked at a casual inspection. A crew member who keeps a pair in a jacket pocket is almost certainly not trying to hide them; they are simply practical.
Shock Knuckles
A step up from basic knuckles, shock knuckles integrate a capacitor cell in the palm housing and discharge on contact. The shock is not designed to kill; it is designed to stop. Stun Damage means all damage dealt is Strain rather than Wounds, and the Stun 3 quality allows the wielder to deal direct Strain to a target even on a hit that does not otherwise generate special effects. Popular among station security staff who want a non-lethal option that does not require them to draw a weapon. Slightly more conspicuous than plain brass knuckles and classified as a controlled item in some Directorate checkpoints.
Dhoran Grip Wraps
Enormous padded wraps designed for Dhoran hands, which are substantially larger and denser than any other species. On a Dhoran, these function as enhanced brawling gear; the wrap concentrates impact and adds minor wrist support for the force generated by a Dhoran strike. The Knockdown quality is intentional: a Dhoran hit with proper wrap is a Dhoran hit with proper structure behind it, and targets go down. Non-Dhoran can theoretically wear these, but they function as ridiculous oversize mittens and add 1 Bane Die to any fine manipulation check made while wearing them.
Felina Claw Extensions
Articulated polymer and light composite sheaths that fit over Felina retractable claws, extending and hardening them. The extensions click into the claw housing and retract with the natural claw movement, making them effectively invisible when the claws are sheathed. In use, they add reach, rigidity, and cutting edge. The Vicious 1 quality reflects the nature of claw strikes: they tear rather than puncture, and critical hits from claw weapons leave particularly ugly wounds. Non-Felina cannot wear these; the harness hardware is calibrated to the Felina claw housing and would not fit any other retractable-claw configuration.
Ssarathi Coil Strike Harness
A full-body wrap harness designed for Ssarathi physiology, the coil strike harness reinforces the natural striking capability of the Ssarathi body coil. Ssarathi generate significant force from their coiled lower body and use it in close-quarters combat naturally; this harness formalizes that by reinforcing the impact sections and adding a controlled-deployment brace at the strike point. The Ensnare 1 quality reflects the Ssarathi ability to wrap around a target on a successful strike. Non-Ssarathi cannot use this item meaningfully; it requires having a coil body to operate.
Electro-Knuckles
An upgraded version of shock knuckles with a significantly more powerful discharge cell and hardened contact points. Where shock knuckles are a non-lethal compliance tool, electro-knuckles are a combat weapon with a stun setting. The Stun 3 quality combined with Pierce 1 (the hardened contacts can get through light padding to make solid skin contact) makes these genuinely dangerous in a fight. Classified as Restricted in Directorate space and some Jaziri jurisdictions. A common choice for shipboard security staff who want a close-quarters weapon that can drop someone without creating a hull breach.
Melee Weapons
Melee weapons remain in wide use throughout the Verge for reasons that are simultaneously practical and cultural. In enclosed spaces, particularly shipboard corridors, cargo holds, and tight station passageways, ranged weapons create real problems: ricochets, pressure hull penetration risk, collateral fire. A blade or a baton does not threaten the hull.
Cultural reasons matter too. The Jaziri Caliphate has a long tradition of blade culture that makes personal melee weapons as much statement as tool. Antaean League citizens carry personal weapons as a matter of cultural identity and often choose melee weapons for close-quarters environments. Boarding specialists across all factions use melee weapons as a core part of their kit precisely because boarding actions happen in the environments where ranged weapons are most problematic.
All melee weapons use the Melee skill. Damage listed as +X adds to the attacker's Might characteristic.
| Weapon | Skill | Dmg | Crit | Range | Enc | Price | Avail | Qualities |
|---|---|---|---|---|---|---|---|---|
| Combat Knife | Melee | +1 | 3 | Engaged | 1 | 25cr | Common | Pierce 1 |
| Mono-edge Machete | Melee | +2 | 3 | Engaged | 2 | 175cr | Common | Sunder |
| Combat Staff | Melee | +2 | 3 | Engaged | 3 | 100cr | Common | Defensive 1 |
| Weighted Chain | Melee | +1 | 3 | Engaged | 2 | 50cr | Common | Ensnare 1, Disorient 1 |
| Shock Baton | Melee | +2 | 4 | Engaged | 2 | 150cr | Common | Stun Damage, Knockdown |
| Boarding Axe | Melee | +3 | 3 | Engaged | 3 | 200cr | Common | Vicious 1 |
| Vibroblade (Light) | Melee | +2 | 2 | Engaged | 2 | 250cr | Uncommon | Pierce 2, Vicious 1 |
| Vibroblade (Heavy) | Melee | +3 | 2 | Engaged | 3 | 400cr | Uncommon | Pierce 2, Vicious 2, Cumbersome 3 |
| Irnan Shock Blade | Melee | +2 | 2 | Engaged | 2 | 600cr/R | Rare | Pierce 2, Stun Damage, Superior |
| Jaziri Devotional Blade (Khanjar) | Melee | +2 | 3 | Engaged | 1 | 400cr | Uncommon | Defensive 1 |
| Antaean Phase Blade | Melee | +2 | 2 | Engaged | 2 | 2,000cr/R | Rare | Pierce 3, Superior |
| Prayer Cord Garrote | Melee | +2 | 2 | Engaged | 0 | 500cr/R | Rare | Ensnare 2, Vicious 1, Concealable |
Combat Knife
The most common melee weapon in the Verge by a significant margin. Every field kit, every survival pack, every boarding specialist's load includes at least one combat knife. The blade is short enough to be used in close quarters, long enough to be genuinely dangerous, and the Pierce 1 quality means it gets through light armor reliably. Different factions have their preferred blade geometries: Directorate-issue knives have a distinctive swept-back tip designed for thrusting, Confederacy military knives tend toward a fuller blade optimized for utility as much as combat, and fringe knives come in every configuration imaginable because fringe crews use what they can get. Most combat knives look enough alike at a checkpoint that they do not attract specific attention; they are on virtually every crew's manifest and inspectors see them constantly.
Mono-edge Machete
A longer single-edge blade with a monofilament cutting edge applied to the working face. The mono-edge is not as sophisticated as a vibroblade's oscillating mechanism; it is simply a very precisely sharpened blade that holds its edge well and cuts through material that a standard steel or composite blade would bind on. The Sunder quality reflects its utility for cutting through straps, panels, cables, and cargo restraints as much as for combat. Common on fringe crews as both a tool and a weapon. The handle is typically unguarded, which is part of why it has a higher Crit threshold than a proper fighting knife; it is not built for blocking.
Combat Staff
A telescoping composite pole weapon, typically collapsed to roughly half a meter for carry and extended to 1.5 to 1.8 meters for use. The Defensive 1 quality is the defining feature: a properly used staff interposes length between the wielder and an attacker, forcing a melee combatant to work around the reach. Popular with crew members who want a defensive option that does not look immediately threatening; a collapsed staff stowed in a pack reads as a walking aid until it is deployed. Some Dhoran crew members use staffs simply because finding melee weapons calibrated for their grip is difficult; the staff can be extended to a length that works for a Dhoran's longer arms.
Weighted Chain
Two to three meters of dense-link composite chain with weighted ends. In skilled hands, the chain can be used to strike, to sweep legs, to tangle a weapon arm, and to create space against multiple attackers. The Ensnare 1 and Disorient 1 combination reflects this versatility: a strike from a chain is disorienting even when it does not fully restrain. Less popular among formal military users because it takes more training to use well than a blade or baton, but common in certain station cultures and among fringe operators who have had time to develop their technique. At a checkpoint, a weighted chain is a casual flag: not illegal almost anywhere, but definitely a "what's this for?" item.
Shock Baton
The standard non-lethal compliance weapon of station security personnel, private security contractors, and anyone else who needs to stop someone without creating casualties. Stun Damage means all damage is taken as Strain; a target dropped by a shock baton is unconscious and unhurt rather than wounded. The Knockdown quality provides additional tactical utility: even if the Strain does not drop the target, activating Knockdown puts them on the floor and breaks their momentum. The weapon is powered by a replaceable cell good for approximately 200 discharges before replacement is needed. Legal in most jurisdictions as a security tool; Restricted in some Jaziri territories where the distinction between weapons and compliance tools is drawn differently.
Boarding Axe
A heavy single-bit axe specifically designed for hostile boarding operations. The head is hardened for cutting through seal panels, pressure door frames, and the internal fittings of enemy ships; this is not a medieval woodcutting tool reskinned, it is a ship-breaching implement. The Vicious 1 quality reflects what the axe head does to targets on a critical hit. Standard issue for several faction boarding specialist units and widely available on the commercial market because the tool has obvious legitimate uses beyond combat: emergency hull access, shipboard firefighting, cargo block breaking. Boarders who carry these openly are communicating something specific about their professional background.
Vibroblade (Light)
A short single-edge blade with an oscillating mechanism that vibrates the cutting edge at high frequency. The vibration dramatically increases cutting ability: the blade does not push through material so much as it cycles through it, which is why Pierce 2 and Vicious 1 both appear on the stat block. The light version is a blade roughly the length of a long combat knife to a short sword, easily carried on the hip. Popular across all factions that have access to the technology, though Funtari and Shoiyan commercial production accounts for most of the supply that reaches independent crews. The oscillating mechanism requires a power cell (standard; good for hundreds of hours of operation) and makes a faint distinctive hum when active that experienced listeners can identify.
Vibroblade (Heavy)
The heavy vibroblade is a two-handed weapon, typically a long sword or short saber form, running a more powerful oscillating mechanism. The Cumbersome 3 quality is real: this weapon requires Might 3 to use without penalty, and a weak character swinging it will feel the mechanic as added Bane Dice on their attacks. For a character with sufficient Might, it is devastating: Pierce 2 cuts through armor, Vicious 2 adds 20 to Critical rolls, and the base damage plus Might bonus on a strong character can produce serious numbers. Typically carried by combat specialists rather than general crew members. On a boarder, it reads as "I know what I'm doing." On a crew member with no obvious combat role, it reads as "something complicated has happened to this person."
Irnan Shock Blade
The Irnan Directorate's standard enforcement melee weapon, issued to Warden-class enforcement officers and to certain licensed private security contractors operating under Directorate contract. The Superior quality represents precision machining to exceptional standards: automatic Boon on attack rolls and +1 damage. The Stun Damage mode is a secondary setting that allows the blade's embedded discharge mechanism to deliver electrical charge rather than cutting force; the blade can switch between lethal and stun mode with a thumb control. The Pierce 2 applies in lethal mode only. Restricted outside Directorate space; possession without documentation is a serious flag because these weapons are tracked at manufacture and Directorate inspectors recognize them on sight. A non-Directorate-affiliated crew carrying a Warden blade has some explaining to do.
Jaziri Devotional Blade (Khanjar)
The khanjar is a curved single-edge blade with a distinctive recurved tip, carried openly as a religious practice by faithful Jaziri who have reached the threshold of observance that authorizes it. The blade is inscribed with scripture on the spine and guard; the quality of the inscription reflects the carrier's station within the faith. A khanjar carried by a senior religious official will have gold-inlaid text. A khanjar carried by a soldier of the faith may have pressed script. A khanjar carried by a lay faithful will be simpler but still clearly a devotional object. The Defensive 1 quality reflects the khanjar's curved guard and the defensive techniques trained into every carrier. In Jaziri space, carrying a khanjar is so normal it barely registers. Outside Jaziri space, it is immediately culturally readable as "this person is Jaziri" and may trigger reactions ranging from polite curiosity to security concern depending on the jurisdiction. A non-Jaziri carrying a khanjar without authorization from within the faith is in more complicated territory; in Caliphate space this is an offense.
Antaean Phase Blade
One of the rarest and most expensive personal melee weapons in the Verge. The phase blade uses Antaean cloaking-adjacent technology to create an edge that partially displaces into a secondary phase state at the moment of contact with a target. The mechanical effect is Pierce 3: the blade bypasses armor not by cutting through it but by phasing through it at the moment of impact. The Superior quality reflects the extraordinary manufacturing precision required. In practice, a phase blade in good condition is close to the most dangerous personal melee weapon available. The Restricted classification applies everywhere outside League space, and even within League space these weapons are registered on purchase. The cost is significant. The legal exposure outside League territory is significant. The weapons are consequently rare and immediately notable: a crew member carrying a phase blade is either League-connected, very well-funded, or obtained it through channels they probably do not want to discuss.
Prayer Cord Garrote
A weapon that on casual inspection appears to be a devotional item: a long cord of knotted prayer beads or woven fabric with weights or holding points at each end, worn around the neck or wrist as religious jewelry. Used as a weapon, the cord wraps around a target's throat or limbs and constricts. The Ensnare 2 quality makes it one of the most effective restraint weapons available for its size; Vicious 1 reflects what a ligature weapon does on a critical hit; and Concealable is the reason it exists: Enc 0 and reads as clothing or jewelry at a casual inspection. The Prayer Cord Garrote is documented in intelligence files as the signature weapon of Jaziri covert operatives who operate outside Caliphate territory where open weapon carry would mark them. Finding this weapon on someone who is not obviously Jaziri devotional is, to say the least, a notable discovery.
Ranged Weapons: Personal Sidearms
Personal sidearms are the most common ranged weapons in the Verge and the items with the widest variation in legality. Below are the weapons found in holsters, inside jacket pockets, and in top-draw cases throughout civilized space.
All ranged weapons use the Ranged skill.
| Weapon | Skill | Dmg | Crit | Range | Enc | Price | Avail | Qualities |
|---|---|---|---|---|---|---|---|---|
| Hold-out Pistol | Ranged | 4 | 4 | Short | 1 | 200cr | Common | Concealable |
| Standard Sidearm | Ranged | 6 | 3 | Medium | 2 | 400cr | Common | — |
| Heavy Pistol | Ranged | 7 | 3 | Medium | 2 | 600cr | Common | — |
| Suppressed Pistol | Ranged | 5 | 3 | Short | 2 | 700cr | Uncommon/R | Concealable, Suppressed |
| Ilyari Precision Pistol | Ranged | 6 | 2 | Medium | 2 | 800cr | Uncommon | Accurate 1 |
| Funtari Gravity Pistol | Ranged | 5 | 3 | Short | 2 | 900cr/R | Rare | Knockdown |
| Jaziri Sacred Sidearm "The Witness" | Ranged | 6 | 3 | Medium | 2 | 750cr | Uncommon | Stun Damage |
Hold-out Pistol
The smallest category of functional firearm, designed to fit in a jacket pocket, an ankle holster, or a concealed draw position in a sleeve. The Hold-out Pistol prioritizes size over everything else; it is not an effective fighting weapon at range, but Concealable makes it extremely difficult to detect and Short range is sufficient for the situations where it matters most: contact distances, surprise encounters, and circumstances where the carrier does not want anyone to know they are armed until the moment they are. The Crit threshold of 4 means critical hits are unusual; the damage of 4 means this weapon is a last resort, not a primary combatant's tool. Essentially every crew member in the Verge has thought about whether to carry one of these and many have decided yes.
Standard Sidearm
The baseline personal defensive firearm. This is the weapon at the security officer's hip, the pilot's side holster, the merchant's desk drawer. Medium range, reasonable damage, no special properties. The Standard Sidearm is called standard because it is: reliable, available everywhere, legal nearly everywhere without restriction, easy to maintain, and not the most effective weapon in any particular situation but serviceable in most. Crew members who are not combat specialists often find that the Standard Sidearm is the only weapon they need or want to carry, because it handles the situations they actually encounter without creating legal friction.
Heavy Pistol
Essentially an upscaled sidearm with a heavier round, a longer barrel, and a grip sized for a two-handed hold at range. Damage 7 is meaningfully higher than the Standard Sidearm at the cost of being slightly bulkier. Popular with crew members who want a sidearm they can rely on in a serious fight without moving to a long arm. The Heavy Pistol is the choice that says: I expect to potentially need this in anger, not just as a deterrent. Still Common availability; inspectors see these constantly and they trigger no particular flags.
Suppressed Pistol
A sidearm configured with an integral suppressor and subsonic ammunition, optimized for situations where firing the weapon should not announce itself. The Suppressed quality means that after firing, Stealth check difficulties are not increased the way a standard discharge would cause. The Concealable quality is partially a function of form: suppressed pistols are typically slimmer than unsuppressed equivalents, designed to fit into a concealed carry position even with the suppressor integral to the barrel. Restricted in most jurisdictions because the only reason to suppress a firearm is to fire it without being detected, and most powers take a dim view of that intent being formalized in hardware. The exception is certain security and intelligence applications, for which permits are issued.
Ilyari Precision Pistol
Machined by Ilyari artisans to tolerances far above commercial specification, the Ilyari Precision Pistol is calibrated for the fine-motor control that Ilyari physiology provides. The Accurate 1 quality adds a Boon Die to attack rolls; this represents the weapon's exceptional consistency of performance. In Ilyari hands, this weapon punches well above its nominal stat profile. In non-Ilyari hands, the fine trigger and precision grip may actually add 1 Bane Die to attacks at GM discretion, because the tolerances that make it excellent for Ilyari fine motor control make it finicky for cruder grip physiology. Not restricted in most jurisdictions, though the price point creates its own form of exclusivity.
Funtari Gravity Pistol
A compact Funtari anti-gravity weapons platform, the gravity pistol fires a focused gravitational pulse at short range that has no penetrating capability but delivers significant kinetic force to a target's body. The Knockdown quality triggers on spending 2 Boons: the target is knocked Prone. The practical utility in zero-g environments is interesting: the gravity pistol can be used to push targets around in zero-g as well as knock them prone in standard gravity. Zero recoil makes it uniquely comfortable to fire in zero-g or microgravity where conventional firearms present control challenges. Restricted outside Funtari space due to its status as Confederacy anti-gravity weaponry; within Confederacy space it is a standard commercial sidearm available at any sporting goods counter.
Jaziri Sacred Sidearm "The Witness"
Not merely a weapon, The Witness is a devotional object that carries legal weight within Caliphate theology and cultural weight outside it. The sidearm's frame is engraved with scriptural passages that reference testimony, divine observation, and the obligation to witness what is true. The name is not metaphorical: Caliphate theology holds that an object that has been properly sanctified records what it witnesses in a spiritual sense, and a Witness sidearm that has fired on someone has become a theological document of that act. The Stun Damage quality reflects a design choice: The Witness fires a charge that deals Strain rather than Wounds, preserving the target's life and therefore their ability to face divine judgment rather than human judgment. Outside Caliphate space this is read as a stun weapon, which is what it functionally is. Inside Caliphate space, context adds layers of meaning to carrying one.
Ranged Weapons: Long Arms
Long arms are rifles, carbines, and shoulder-fired weapons designed for engagements beyond sidearm effective range. Carrying a long arm openly is a stronger statement than a sidearm in most environments; a rifle on a station boarding arm draws attention in a way that a holstered pistol does not.
| Weapon | Skill | Dmg | Crit | Range | Enc | Price | Avail | Qualities |
|---|---|---|---|---|---|---|---|---|
| Compact Carbine | Ranged | 7 | 3 | Medium | 3 | 700cr | Common | — |
| Combat Rifle | Ranged | 9 | 3 | Long | 4 | 900cr | Common | — |
| Burst Rifle | Ranged | 8 | 3 | Medium | 4 | 1,200cr | Uncommon | Auto-fire |
| Heavy Slugthrower | Ranged | 10 | 3 | Long | 5 | 1,400cr/R | Uncommon | Pierce 2, Vicious 1, Cumbersome 3 |
| Shotgun / Spread Weapon | Ranged | 8 | 3 | Short | 4 | 600cr | Common | Blast 4, Knockdown |
| Sniper Configuration | Ranged | 10 | 2 | Extreme | 5 | 1,800cr | Uncommon | Accurate 1, Cumbersome 3, Prepare 1 |
| Flame Projector | Ranged | 8 | 4 | Short | 5 | 1,600cr/R | Rare | Burn 3, Blast 3, Inaccurate 1 |
| Ion Disruptor | Ranged | 10 | 4 | Medium | 5 | 2,000cr/R | Rare | Ion 6, Disorient 3 |
| Shoiyan Pulse Rifle | Ranged | 8 | 3 | Long | 4 | 1,800cr/R | Rare | Ion 3, Disorient 2 |
| Antaean Stealth Rifle | Ranged | 9 | 3 | Long | 4 | 2,200cr/R | Rare | Suppressed, Concealable |
| Jaziri Covenant Rifle | Ranged | 9 | 3 | Long | 4 | 1,800cr | Rare | Accurate 1 |
| Jaziri "Wrath of the Faithful" | Ranged | 12 | 3 | Long | 6 | 3,500cr/R | Rare | Auto-fire, Cumbersome 4 |
Compact Carbine
A shorter, lighter rifle configuration optimized for close-to-medium range engagements in confined spaces. The compact carbine is the default choice for shipboard security teams: lighter than a full combat rifle, easier to maneuver in corridors, and with sufficient range to be useful in any compartment likely to be encountered shipboard. Damage 7 is a step above sidearms without committing to a full long-arm profile. The carbine is the weapon that says "I'm not sure what I'm going to encounter but I want to be ready for it" rather than "I'm configured for a specific type of engagement." Common availability; many commercial and private security firms stock these.
Combat Rifle
The baseline military and paramilitary long arm of the Verge. Every major faction fields a version of the combat rifle, and commercial variants are available on the open market at all but the most restricted destinations. Damage 9 at Long range with no encumbrances. This is the weapon that all other weapons in the long arm category are implicitly being compared to. Nothing exotic; everything reliable. A crew member carrying a combat rifle openly is making a professional statement: they are configured for an engagement, not just carrying a deterrent.
Burst Rifle
A combat rifle configured for automatic or burst fire. The Auto-fire quality allows additional hits at the cost of added Bane Dice on the attack roll, representing the reduced control of a burst versus a single aimed shot. The burst rifle trades some individual shot accuracy for volume of fire, which is useful in suppression situations and ambushes. At Medium range, it covers the engagement band most likely to come up in station and shipboard fighting. Burst rifles are visible enough in silhouette that they are immediately recognizable as military-grade hardware.
Heavy Slugthrower
A large-caliber, single-shot or limited-rate long arm that prioritizes punch over volume. Pierce 2 cuts through armor that stops standard rifle rounds; Vicious 1 means critical hits from this weapon are serious injuries. The Cumbersome 3 requirement means the character needs Might 3 to use it without penalty; below that threshold, the weight and recoil add Bane Dice to every shot. Popular with Dhoran crew members who find that the Cumbersome penalty never applies to them and who appreciate having a weapon that matches their natural physical scale. Restricted in some jurisdictions because a weapon this powerful has limited civilian applications.
Shotgun / Spread Weapon
A wide-bore weapon that fires a dispersed pattern rather than a single projectile. The Blast 4 quality deals Wound damage to all targets Engaged with the primary target; Knockdown can be triggered with 2 Boons. Extremely effective in close quarters against grouped targets; increasingly ineffective at range as the dispersal pattern makes aiming imprecise. The shotgun is the boarding weapon for crews who want to stop multiple targets in a corridor. Also common as a close-range deterrent on fringe colonies where people keep them for situations that require stopping power and have no reason to care about precision. Common availability because the form has obvious non-military applications.
Sniper Configuration
A precision rifle built around a long barrel, high-magnification optic, and ammunition optimized for extreme range. The Accurate 1 quality adds a Boon Die to attack rolls; Crit 2 makes critical hits easier to trigger on a well-aimed shot; Prepare 1 means the user must spend a Maneuver readying the weapon before firing. Extreme range gives this weapon a massive standoff distance advantage. The Cumbersome 3 and Prepare 1 together mean this is not a reactive weapon; it is a planned weapon. You set up, you wait, you take the shot. Carrying a sniper configuration openly is a significant statement and may attract attention even in jurisdictions where it is legal.
Flame Projector
A pressurized fuel-fed weapon that projects a wide stream of burning accelerant. Burn 3 sets targets on fire for 3 rounds; Blast 3 deals fire damage to everything Engaged with the primary target; Inaccurate 1 reflects the imprecise nature of a stream-fire weapon. Devastatingly effective against grouped biological targets, nearly useless against well-sealed armor. Catastrophically bad idea in a pressurized environment with flammable cargo. Every boarding specialist has an opinion about flame projectors and most of those opinions involve the words "not inside the ship." Restricted due to the civilian mass-casualty potential; available from military surplus and certain fringe dealers.
Ion Disruptor
A specialist weapon designed to damage electronic systems rather than (or in addition to) biological targets. Ion 6 deals System Damage to vehicles, drones, and AI-operated systems; Disorient 3 applies to biological targets through disruption of implanted tech and nervous system interference from the ion field. Against a target with significant electronic integration, the Ion Disruptor is one of the most effective personal weapons available. Against a purely biological target with no electronic enhancement, the damage profile is less impressive. Widely used by Shoiyan Concord security forces and by anti-drone specialists throughout the Verge.
Shoiyan Pulse Rifle
The standard military long arm of the Shoiyan Concord. Pulse weapons fire coherent energy packets that carry a secondary ion disruption effect. Ion 3 deals System Damage to electronics; Disorient 2 applies to targets with electronic integration. The Shoiyan Pulse Rifle was specifically designed with the understanding that most combatants in the modern Verge have some electronic enhancement, whether continuity stack implants, augmented visual systems, or combat-assist hardware. Disrupting that enhancement is a combat multiplier. Restricted outside Shoiyan space; recognized on sight by inspectors from all major powers.
Antaean Stealth Rifle
The Antaean League's primary designated marksman weapon integrates a suppressor system and a folding composite stock that qualifies it for the Concealable tag in collapsed configuration. Suppressed means firing does not increase Stealth check difficulty. Concealable (when folded) means the weapon can be stored or transported in a large bag or equipment case without immediately reading as a rifle. The combination makes this one of the most practically useful weapons for covert operations, which is exactly its intended application. The League supplies these to its Whisper network operatives and sells them to registered purchasers at a significant price premium. Restricted outside League space; the Antaean suppressor system is recognizable and flags immediately to other powers' inspection systems.
Jaziri Covenant Rifle
The standard military long arm of the Jaziri Caliphate military and covenant forces. Accurate 1 reflects precision manufacturing; the Caliphate's weapons production infrastructure prioritizes quality over quantity. The rifle's stock and furniture are typically inlaid with Caliphate scriptural references appropriate to the weapon's role, and each individual weapon is blessed before service issue by a military chaplain. A Covenant Rifle carried by someone who does not have obvious Caliphate military or covenant affiliation is a notable discovery: these are not commercial weapons, they are issued equipment, and their presence outside military hands suggests something has gone wrong with their chain of custody.
Jaziri "Wrath of the Faithful" Heavy Weapon
The Caliphate's primary sustained-fire long arm, issued exclusively to temple guard formations and certain elite covenant military units. Auto-fire capability allows multiple hits at the cost of Bane Dice; Cumbersome 4 requires Might 4 to wield without penalty, which essentially limits practical use to Dhoran or heavily augmented users. Damage 12 at Long range with Auto-fire is approximately the most destructive personal weapon entry in this catalog. The name is not hyperbole in Caliphate theology: this weapon is designated as a manifestation of divine wrath applied through authorized human agents. It is inscribed more heavily than the Covenant Rifle, with extended passages from the Caliphate's theology of justified force. Extremely Restricted outside Caliphate space; finding one on a civilian crew is a serious incident.
Grenades and Thrown Weapons
Grenades are short-range area weapons used to clear spaces, create distractions, or deny terrain. All grenades have Limited Ammo 1: each grenade is a single use. All grenades are thrown to Short range as a standard action.
| Weapon | Skill | Dmg | Crit | Range | Enc | Price | Avail | Qualities |
|---|---|---|---|---|---|---|---|---|
| Frag Grenade | Athletics | 8 | 4 | Short | 1 | 50cr | Common | Blast 6, Limited Ammo 1 |
| Stun Grenade | Athletics | — | — | Short | 1 | 60cr | Common | Stun 8, Blast, Disorient 3, Limited Ammo 1 |
| Smoke Grenade | Athletics | — | — | Short | 1 | 30cr | Common | Limited Ammo 1 |
| Concussion Grenade | Athletics | 4 | 4 | Short | 1 | 75cr/R | Uncommon | Blast 4, Knockdown, Concussive 2, Limited Ammo 1 |
| Incendiary | Athletics | 6 | 4 | Short | 1 | 80cr/R | Uncommon | Burn 5, Blast 4, Limited Ammo 1 |
| Breach Charge | — | — | — | — | 2 | 200cr | Uncommon | Blast 4 (focused), Limited Ammo 1 |
| EMP Grenade | Athletics | — | — | Short | 1 | 150cr/R | Uncommon | Ion 8, Blast, Limited Ammo 1 |
Frag Grenade
The standard-issue area-effect weapon, a fragmentation shell that detonates on a timer or on contact depending on the fuse setting. Blast 6 deals 6 Wounds to every target Engaged with the primary target; the 8 base damage applies to the primary target directly. Legal for civilian purchase in most jurisdictions because of their industrial and demolitions applications, though their combat utility is obvious. A crew carrying more than a handful of frag grenades is carrying more than they need for any situation except a war.
Stun Grenade
A concussion-flash device that produces a massive Stun result without lethal fragmentation. Stun 8 deals 8 Strain to every target in the blast area; Disorient 3 adds 3 Bane Dice to targets' checks for 3 rounds. The stun grenade is the boarding specialist's preferred room-clearing tool when the objective is to take prisoners or to clear a space without creating a debris field. Also common with law enforcement and security units that need to disable rather than destroy. The flash component means targets who were not looking away experience vision disruption in addition to the stat block effects, at GM discretion.
Smoke Grenade
Produces an opaque gas cloud covering an area that blocks line of sight for 3 rounds. No damage, no special mechanical quality beyond creating an obscured zone that imposes difficulties on ranged attacks and perception checks within the cloud. Smoke grenades are both the cheapest and one of the most tactically useful items on this list: they create space, they disrupt enemy targeting, and they cover movement. Legal everywhere.
Concussion Grenade
A pressure-wave device without fragmentation. Blast 4 deals 4 Wounds to targets in the area; Knockdown puts them Prone; Concussive 2 Staggers targets for 2 rounds. The combination of Knockdown and Concussive makes this the grenade of choice for situations where the goal is to stop a group of targets without the unpredictable fragmentation pattern of a frag grenade. More expensive than a frag grenade for the same basic purpose, but the controlled-effect profile is worth it for trained users. Restricted in most jurisdictions because the primary application is very clearly combat.
Incendiary
A gel-fuel dispersal grenade that creates a burning area on detonation. Burn 5 means primary targets continue burning for 5 rounds; Blast 4 spreads fire to adjacent targets. The incendiary creates a persistent hazard in the blast area: the fire continues after the initial detonation and forces targets to either move through burning terrain or stand in it. Devastating in enclosed spaces with limited egress. Catastrophically dangerous in any environment with flammable cargo, atmosphere bleed risk, or pressure systems. Restricted because the only legitimate civilian applications are narrow and the mass-casualty potential is significant.
Breach Charge
A shaped demolitions charge designed for controlled cutting through hull panels, sealed doors, and structural elements. Unlike fragmentation explosives, a breach charge's Blast 4 is "focused": its energy is directed through the surface it is placed on rather than outward in all directions. A breach charge placed correctly on a sealed door takes the door off its frame; placed incorrectly or in an unexpected location, it creates an irregular explosion. Setting a breach charge takes 1 full action; detonation is by timer or remote trigger. The boarding specialist's tool of choice for getting through sealed compartments quickly.
EMP Grenade
An electromagnetic pulse device that delivers Ion 8 to all electronic systems in the blast area. Against electronics, AI systems, drones, and heavily augmented targets, the EMP grenade is among the most effective area weapons available. Against purely biological targets with no electronic integration, it does essentially nothing. In any environment with critical electronic infrastructure (a ship's bridge, a server room, a life support compartment), the EMP grenade is as likely to cause catastrophic collateral damage as tactical advantage. Restricted everywhere because the potential to disable power systems, communications, and life support in a populated environment is obvious.
Faction-Specific Weapons
The following weapons are specifically produced for or by one of the five major powers. Each carries cultural and political weight beyond its mechanical statistics.
| Weapon | Skill | Dmg | Crit | Range | Enc | Price | Avail | Qualities |
|---|---|---|---|---|---|---|---|---|
| Funtari Gravity Lance | Ranged | 8 | 3 | Medium | 4 | 2,000cr/R | Rare | Knockdown, Blast (Knockdown) |
| Shoiyan Memory Disruptor | Ranged | 4 | 3 | Short | 2 | 1,500cr/R | Rare | Disorient 3, Ion 3 |
| Directorate Stunner | Ranged | 6 | — | Short | 2 | 1,000cr/R | Uncommon | Stun Damage |
| Irnan Warden Blade | Melee | +2 | 3 | Engaged | 2 | 800cr/R | Rare | Defensive 1, Stun Damage |
| Antaean Whisper Rifle | Ranged | 10 | 2 | Extreme | 5 | 4,000cr/R | Rare | Accurate 1, Suppressed, Prepare 1 |
| Jaziri "The Arbiter" Heavy Pistol | Ranged | 8 | 2 | Medium | 2 | 1,400cr/R | Rare | Superior |
Funtari Gravity Lance
A long-arm gravity weapon that fires a focused gravitational pulse strong enough to throw targets rather than simply knock them down. The Knockdown quality applies to the primary target; Blast (Knockdown) means the pulse wave can knock down targets Engaged with the primary as well if 2 Boons are spent on the effect. In zero-g environments, the gravity lance can be used to push targets across compartments, pin targets against surfaces, or clear a group of targets from a boarding position without causing any lethal damage at all. The Confederacy's field military units use these for crowd control and boarding operations. Restricted outside Funtari space; the anti-gravity technology in the core is a controlled export.
Shoiyan Memory Disruptor
A weapon designed to exploit the vulnerabilities of continuity stack implants. The Memory Disruptor fires a coherent signal array that interferes with the neural-electronic interface of continuity stack hardware, causing Disorient 3 in targets with stacks and Ion 3 damage to the stack hardware itself. Targets without continuity stack implants are significantly less affected: the Disorient effect is halved for targets without electronic neural integration, at GM discretion. In the Shoiyan Concord, this weapon exists for military and intelligence applications against enemies who have acquired Shoiyan stack technology without authorization. Outside Concord space, it is one of the most restricted weapons available, and carrying one outside Shoiyan space tells a story about where it came from that very few legitimate narratives can explain.
Directorate Stunner
The Irnan Directorate's standard law enforcement sidearm. Stun Damage means all damage is Strain; the Directorate's doctrine is to disable rather than kill in standard law enforcement contexts, leaving prosecution as the mechanism of punishment rather than lethal force. The stunner's profile is distinctive enough that even outside Directorate space, inspectors from other powers recognize it on sight as an official Directorate issue weapon. Finding one in a civilian crew's loadout without documented provenance is a red flag. Restricted outside Directorate space, though Directorate-affiliated security contractors are issued permits.
Irnan Warden Blade
The Warden blade is the Directorate enforcement officer's complement to the stunner: a melee option for close-quarters situations where the stunner's range is insufficient. Defensive 1 reflects training: Warden officers are trained to carry and use the blade defensively, creating space rather than escalating. The Stun Damage mode works the same way as the Warden stunner, offering a non-lethal option in close quarters. The blade's design is distinctive and documented in Directorate records; every individual Warden blade is serialized and tied to an issuing officer. Finding a Warden blade with an altered or removed serial number is a more serious flag than finding one at all.
Antaean Whisper Rifle
The League's premier long-range covert engagement platform, used by Whisper network operatives and available to registered purchasers at an extraordinary price. Accurate 1 adds a Boon Die; Suppressed means firing does not increase Stealth check difficulty; Prepare 1 means the user needs a Maneuver to ready before firing; Extreme range gives the weapon the longest effective engagement distance of any personal weapon on this list. This is a weapon designed for one application: hitting a target at maximum range without anyone knowing a shot was fired. The price is 4,000 credits in baseline market terms; on the black market outside League space, it may trade for significantly more because supply is limited and demand from intelligence services is substantial.
Jaziri "The Arbiter" Heavy Pistol
Issued exclusively to Jaziri religious judges (Arbiters) who carry formal authority to pronounce and enforce judgments on behalf of the Caliphate's legal-religious system. The Superior quality represents not just manufacturing excellence but the belief that weapons carried for divine judgment are supernaturally effective; in game terms, automatic Boon on attack rolls and +1 damage. The inscriptions on the Arbiter are different from standard devotional weapons: they specify the legal and religious authority of the carrier and the scriptural basis for applying lethal force in execution of judgment. Outside Caliphate space, an Arbiter is an extraordinarily restricted weapon that signals the carrier's role in Caliphate justice. Inside Caliphate space, it is one of the most clearly marked authority signals available.
A Note on Carrying and Context
The weapons in this chapter exist across a wide range of legal, cultural, and practical contexts. A weapon that is mundane on an Antaean League station is a major legal problem at an Irnan Directorate checkpoint. A weapon that reads as devotional art in Jaziri space reads as evidence of covert intelligence activity when found on a non-Jaziri crew member outside Caliphate territory.
Consider not just what the weapon does but what it says. A crew's weapon loadout tells the table who these people are, where they have been, who they work for or have worked for, and what they expect the immediate future to look like. Use that. The best weapon choice for a character is rarely the most mechanically efficient option; it is the option that makes the character feel real.