In 2092, weapons are everywhere, but access to them is anything but equal. A cheap street pistol, a corporate security carbine, a collector’s century-old firearm, and a restricted military weapon may all kill just as readily, but they differ enormously in who can obtain them, where they can be carried, how easily they can be concealed, and what support exists to keep them operational.

Static Veil treats weapons as equipment first. Their combat statistics define what they do when violence starts, while their ammunition, Bulk, legality, availability, attachments, and modifications determine how practical they are to own and use outside a firefight.

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The full Static Veil weapon catalogue will be added alongside the setting’s manufacturers and weapon lines.

Weapon Traits

Some weapons have Traits that modify how they are used. A weapon only has the Traits listed in its entry.

Parry X: When the weapon is used for a Melee Active Defense, add the listed Bonus Die to the defense roll.

Two-Handed: The weapon requires two hands to use normally.

Thrown: The weapon is designed and balanced to be thrown and uses the normal rules for thrown weapons.

Additional Weapon Traits may appear in specific equipment entries.

Minimum Strength

Some weapons list a Minimum Strength, representing the physical power required to wield, support, or control them effectively.

If your current Strength is below a weapon’s Minimum Strength, suffer −5 to tests made with that weapon for each missing point of Strength.

If your Strength is more than 5 points below the Minimum Strength, you cannot use the weapon effectively.

A securely mounted weapon ignores its Minimum Strength requirement.

Melee Weapons

Most melee weapons require no special rules beyond their listed Damage, Armor Penetration, Reach, and Traits.

Objects not designed as weapons may still be used as Improvised Weapons. Attacks made with an improvised weapon suffer −10 to the Success Target.

The GM determines its profile from the object’s construction and intended use:

Improvised WeaponExamplesDamage
LightBottle, wrench, tool handle0 + 1d6
MediumCrowbar, chair leg, heavy tool1 + 1d6
HeavyFire extinguisher, toolbox, heavy machinery component2 + 1d6

Improvised weapons normally have AP 0. An object particularly suited to piercing or cutting armor may receive AP at the GM’s discretion.

Fragile improvised weapons may bend, break, shatter, or otherwise become unusable after a solid impact.

Firearms

Firearms are defined not only by their Damage and Range, but by how effectively they can sustain rapid fire.

A firearm’s Shot Rate determines how many rounds it can expend during an attack and how much benefit the shooter can gain from firing faster. The rules for Shot Rate are described in the Combat chapter.

Firearms also list a Recoil Modifier value. It modifies the wielder’s Recoil Control when using that weapon:

Effective Recoil Control = Recoil Control + Recoil Modifier

Effective Recoil Control limits the Shot Rate that can provide a benefit. A firearm may still be fired above that limit, but additional Shot Rate provides no further attack bonus.

If the Effective Recoil Control ever reaches below 0, it is still possible to shoot at SR0 but the user suffers a −5 penalty per negative point.

Firearms also list their ammunition type and Capacity. Capacity indicates how much ammunition the weapon holds and the method used to reload it.

See Firearm Modding for firearm customization rules.

Weapon Catalogue

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The Static Veil weapon catalogue will be added once the setting’s manufacturers, weapon lines, ammunition standards, and equipment lore are finalized.

Each catalogue entry will include the weapon’s complete game statistics, including its Bulk, Weight, Price, Availability, Access Tag, applicable Traits, and any firearm-specific properties such as Frame, Shot Rate, Recoil, Capacity, and ammunition type.