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Weapons

AX.GAT.09.01 - Weapons

The Terminal's weapons environment is shaped by three forces: Vigilant regulation, operational necessity, and the informal markets that exist wherever those two forces create gaps.

Licensed sidearms are legal for residents who register them with the Vigilants' licensing division, a process that takes one session and a Standard-tier fee. Most factions issue or authorize weapons appropriate to their personnel's operational role. Unlicensed weapons circulate through informal channels at premium prices.

Void-rated weapons, designed to function in vacuum, zero-g, and high-radiation environments, carry a Restricted credential requirement. The engineering difference matters: standard propellant rounds function poorly in vacuum; conventional energy cells degrade in high-radiation zones. Proper void equipment is built to different tolerances.

Arc weapons (channeling Arc Theory applications through purpose-built hardware) are legally gray; they are not listed on the prohibited registry, but they are not easily licensed, and a character using one visibly in a Vigilant-patrolled area will generate questions. Ashori characters using Arc Theory directly (rather than through hardware) are not subject to weapons licensing at all.

Weapon Entries

Each weapon entry includes: description and design rationale, relevant traits, Damage, Range, Tier, and Price.

Damage notation: dice (e.g., 2D) added to the attack roll result. A successful attack deals the weapon's damage value in HP loss. Critical Success adds +1D to damage.

Range: Touch / Close / Near / Far (standard AxiomRPG notation).

Sidearms

Stun Baton A contact weapon that delivers an electrical charge sufficient to disrupt muscle function. Standard issue for Oryx security personnel; common throughout the Terminal's law enforcement and security contexts. Not regulated, no license required.

  • Damage: 1D
  • Range: Touch
  • Traits: Non-lethal (target reduced to 0 HP is Incapacitated rather than dying); Electrical (interacts with EM Surge conditions; Arc Theory practitioners may charge a Stun Baton as an Enhancement application)
  • Tier: Standard, ℃r 80–130

Compact Sidearm A short-barreled semi-automatic pistol in standard Terminal configuration, concealable, reliable, and the most common personal weapon on the station. Available licensed through public vendors; available unlicensed through informal channels.

  • Damage: 2D
  • Range: Close
  • Traits: Concealable (Notice roll to detect when holstered under clothing; Threshold 3)
  • Tier: Standard, ℃r 200–350 (licensed); ℃r 280–450 (unlicensed, informal market)

Service Pistol The standard Vigilant-issue and Oryx security sidearm. Heavier than the compact configuration, with higher stopping power and a factory accuracy package. Issued to faction personnel; available for licensed purchase in the Restricted tier.

  • Damage: 2D+1
  • Range: Close–Near
  • Traits: None
  • Tier: Restricted, ℃r 600–900 (licensed credential required)

Hold-Out Blade A short fixed blade or folding knife, utility first, combat capable. Not regulated; widely carried.

  • Damage: 1D
  • Range: Touch
  • Traits: Concealable (Threshold 2 to detect); Utility (counts as a general cutting tool)
  • Tier: Standard, ℃r 30–80

Combat Weapons

Combat Knife A purpose-built fighting knife, longer blade, full tang, grip optimized for retention in close quarters. Standard equipment for Survey Corps field personnel and many faction operators.

  • Damage: 2D
  • Range: Touch
  • Traits: None
  • Tier: Standard, ℃r 120–200

Heavy Pistol A large-frame semi-automatic designed for stopping power over concealability. Common in the Cargo Ring's security operations where range is less relevant than penetration.

  • Damage: 3D
  • Range: Close
  • Traits: Bulky (cannot be concealed without specialized holster)
  • Tier: Restricted, ℃r 700–1,100

Carbine A short-barreled rifle configuration optimized for the Terminal's interior spaces, more maneuverable than a full rifle, longer range than a sidearm. Faction tactical issue; Restricted for individuals.

  • Damage: 3D
  • Range: Near
  • Traits: Two-Handed
  • Tier: Restricted, ℃r 900–1,400

Shotgun (Scatter) A wide-spread weapon optimized for close quarters, the Cargo Ring standard for situations where precision matters less than area coverage. Requires faction credential for purchase; circulates in the informal market.

  • Damage: 3D (Close); 2D (Near, spread dissipates)
  • Range: Close (full damage); Near (reduced)
  • Traits: Wide Spread (can target two adjacent characters with one attack roll, splitting damage dice evenly between them; minimum 1D each)
  • Tier: Restricted, ℃r 800–1,200

Tactical Rifle A full-length precision rifle for open-space engagement. Uncommon inside the Terminal's corridors; standard equipment for long-range Survey Corps overwatch and Vigilant special operations.

  • Damage: 4D
  • Range: Far
  • Traits: Two-Handed; Scope-ready (a sight attachment, see AX.GAT.09.03, adds +1D to attacks beyond Near range)
  • Tier: Restricted, ℃r 1,800–2,800

Void-Rated Weapons

Void-rated weapons are engineered to function in vacuum, zero-g, and the Terminal's more extreme operational environments. All void-rated weapons require Restricted credential for purchase through official channels.

Void Sidearm A standard compact sidearm reconfigured for vacuum operation, sealed propellant system, recoil-compensated for zero-g, external controls designed for gloved hands. The Survey Corps standard personal weapon.

  • Damage: 2D
  • Range: Close
  • Traits: Void-Rated (functions without penalty in vacuum, zero-g, and high-radiation environments); Glove-Compatible
  • Tier: Restricted, ℃r 1,100–1,500

Void Carbine The full-rifle equivalent for void operations. Magnetic barrel bracing reduces zero-g drift. Standard issue for Survey Corps field teams operating outside the station hull.

  • Damage: 3D
  • Range: Near
  • Traits: Void-Rated; Two-Handed; Magnetic Bracing (zero-g movement penalties do not apply to attack rolls when character is tethered or magnetically anchored)
  • Tier: Restricted, ℃r 2,200–3,000

Tether Lance A pneumatic weapon that fires a magnetic anchor tether, primarily a utility tool for void operations, secondarily a weapon. The anchor can be used to pin a target to a surface in zero-g, or to retrieve objects and secured personnel.

  • Damage: 1D (impact only)
  • Range: Near
  • Traits: Void-Rated; Tether (a hit pins the target magnetically to the nearest surface; target must succeed on Body Save Threshold 3 to pull free; can be used on objects and structures as a utility action)
  • Tier: Restricted, ℃r 900–1,400

Arc Weapons

Arc weapons channel electrical charge through purpose-built delivery systems. They are not formally regulated as weapons but are not easily licensed, and their use in public is conspicuous. Ashori practitioners using Arc Theory directly are not using weapons, their tradition is not regulated as such.

Arc Baton An extended contact weapon with a built-in discharge capacitor. Stores and delivers an electrical charge on contact, more controlled than direct Arc Theory application, useful for characters without the tradition.

  • Damage: 2D (base); 3D when activated (expends stored charge, must recharge between activations; one scene to recharge or 10 minutes rest)
  • Range: Touch
  • Traits: Electrical; Rechargeable; Arc Theory Compatible (an Arc Theory practitioner may charge an Arc Baton as a Primary Action instead of making an attack, boosting its next activation to 4D)
  • Tier: Standard, ℃r 250–400

Arc Projector A ranged electrical discharge weapon that fires a directed arc. Effective in close-to-near distances; less effective than solid-projectile options at range. Interacts specifically with electronic targets and conductive environments.

  • Damage: 2D
  • Range: Close
  • Traits: Electrical; Anti-Electronic (against targets with electronic systems, droids, Synthari, CI-augmented characters, electronic equipment, add +1D to damage); Splash (on Critical Success, the arc jumps to one adjacent target within Touch of the primary target for 1D)
  • Tier: Restricted, ℃r 1,200–1,800

Weapon Traits Reference

Trait Effect
Concealable Notice roll to detect when holstered/hidden; Threshold as noted
Two-Handed Requires two hands to use; cannot be used with a shield or off-hand item
Non-lethal Target reduced to 0 HP is Incapacitated rather than dying
Electrical Interacts with Arc Theory, EM Surge, and Electronic targets as specified
Void-Rated Functions without penalty in vacuum, zero-g, and high-radiation environments
Glove-Compatible Operable in full EVA suit gloves without Disadvantage
Bulky Cannot be concealed; obvious when carried
Wide Spread As specified in entry
Tether As specified in entry
Scope-ready Accepts optical sight attachment
Magnetic Bracing As specified in entry
Arc Theory Compatible As specified in entry
Anti-Electronic +1D damage vs. electronic targets
Splash Arc jump on Critical Success as specified
Rechargeable Charge expended on activation; recharges as specified
Utility Functions as a relevant non-weapon tool

Weapons and Factions

The Vigilants issue Service Pistols to officers; Carbines and Tactical Rifles to tactical units. Stun Batons are standard for patrol. Vigilant officers may carry faction-issue weapons as Controlled equipment without credential paperwork.

Oryx Logistics security personnel carry Stun Batons and Service Pistols. Field Contractors (AX.GAT.07.03) operating in the Cargo Ring or on external assignments carry carbines or void sidearms when void-rated gear is issued.

Survey Corps issues Void Sidearms to all field-certified personnel; Void Carbines to teams operating in the extended void. Tether Lances are standard equipment for hull-exterior operations.

The Span maintains weapons for its security and enforcement personnel through informal guild channels, typically Standard-tier blades and unlicensed sidearms. Heavy equipment is rare; the Span's power is structural rather than martial.

Solis League enforcers carry whatever the informal market supplies, typically unlicensed compact sidearms, heavy pistols, and Arc Batons. Krex (AX.GAT.07.07) is an exception; his operational equipment reflects eight years of accumulation.

Oblis Consortium operatives carry concealable sidearms consistent with their cover identities. Overt weapons are counterproductive to embedded operations.