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Melee Weapons

Blunt

Dmg. Auto

Dmg.

Size Dur. Cost Description
Boxing Gloves -2B N/A 2 12 $40 Uses [Strength + Brawl]
Brass Knuckles +1B N/A 1 16 $160 Uses [Strength + Brawl]
Club (Wooden) +2B N/A 2 $0 I found this on the ground.
Escrima Sticks (Wood) -1B N/A 2 1/2 $30 Damage varies by type
Escrima Sticks (50,00 Volts) -1B +2B 2 $400 Stun (if exceeding Size + Stamina)
Iron Fan -1B N/A 1 3 $30 +1 Defense (w/ Weaponry Dodge)
Mace +3L N/A 2 3 $1200
Maul +4L N/A 3 3 $2600 Two-Handed
Morning Star (Spiked) +3L N/A 3 3 $2200
Nightstick +2B N/A 2 2 +1 defense
Nunchaku +0B N/A 1 3 $120 +1 (w/ Dexterity 3) +2 (w/Dexterity 4) +3 (w/ Dexterity 5)
Quarterstaff +2B N/A 4 1 $100 +1 Defense; Two-handed
Sap Gloves +1B N/A 1 0 $80
Sap Gloves (50,000 Volts) +1B +2B 1 0 $1200 Stun (Exceeding Target Size + Stamina)
Sledgehammer +2B N/A 3 2 $180 9-Again
Telescopic Baton +3B N/A 2 0/3 $150 Collapsable
War Hammer 5B/4L N/A 4 3 $3000 Armor Piercing 1 (Lethal Side),

-3 (Consecutive Attack @ Strength 3)

-2 (Consecutive Attack @ Strength 4)

-1 (Consecutive Attack @ Strength 5)

Wooden Club 2B N/A 2 1 $40
XWF Boxing Gloves -5B N/A 2 3 $2000 For when you really don't wanna hurt someone.
Knives Dmg. Auto Dmg. Size Dur. Cost Description
Ballistics Knife 1L N/A 1 2 •• Uses Dexterity + Weaponry when fired.
Bowie Knife 2L N/A 1 4 +1 (For some crafts)
Combat Knife 1L N/A 1 3
Qatar Punch Dagger 2L N/A 1 3 •• Uses [Strength + Brawl]
Keris 1L N/A 2 3 •• +2 (w/ Specialty)
Kukri 2L N/A 2 3 $700 9-Again (w/ Targeted attacks)
Kitchen Knife 1L/2L N/A 1 1 $10 Improvised Weapon; Max damage 2
Knife 1L N/A 1
Main Gauche 1L N/A 1 3 Defense +1 if used with another weapon
Pocket Knife -1L N/A 1 2 Fragile 3, +1 to some Crafts rolls
Rondel Dagger 1L N/A 1 3 •• Armor Piercing 1, +2 on surprise attacks
Switchblade 0L N/A 1 3
Swords Dmg. Auto Dmg Size Dur. Cost Description
Bastard Sword 3/4L N/A 3 3 •• One/Two-handed; Requires Strength 4/3
Curved Sword 3L N/A 3 3 •• +1 (w/ Elevation Advantage)
Fencing Sword 1L N/A 2 3 Armor Piercing 1
Fish-Spine Sword 1L N/A 2 1 - 9-Again
Gladius 2L N/A 2 3 ••
Great-sword 4L N/A 3 3 ••• Two-handed
Halberd 4L N/A 4 3 ••• Two-handed; +1 Defense, Requires Strength 3+
Katana 3L N/A 2 4 •••
Long-sword 3L N/A 2 3 ••
Machete 2L N/A 2 3
Rapier 2L N/A 2 3 •• Armor Piercing 1
Scimitar 2L N/A 2 4 •• 9-Again
Sword 3L N/A 2 3 ••
Sword-cane 2B/L N/A 2 3 •• Concealed
Wakizashi 2L N/A 2 4 •••
Zweihander 4L N/A 4 3 ••• 9-Again
Axes Dmg. Auto Dmg. Size Dur. Cost
Axe (Small) 2L N/A 1
Axe (Large) 3L N/A 3 •• Two-Handed, 9-Again
Battle-Axe 3L N/A 3 3 ••
Crash Axe 2L N/A 2 4
Fire-axe 3L N/A 3 2 Two-Handed
Great-axe 5L N/A 4 ••• Two-Handed, 9-Again
Hatchet 1L N/A 1 2
Ice Axe 2L N/A 2 1 Armor Piercing 1
War Axe 5L N/A 4 3 •••
Polearms Dmg. Auto Dmg. Size Dur. Cost
Bayonet 1L N/A 1 3 +1 (Gun mounted)
Naginata 3L N/A 4 2 ••• Two-handed; +1 Defense
Scythe 2L N/A 4 2 +1 defense
Spear 3L N/A 4 2 Two-handed; +1 Defense (Against unarmed foes)
Trident 4L N/A 4 3 •• Two-handed; +1 Defense
Chain Dmg Auto Dmg. Size Dur. Cost
Chain (Basic) 1B 1 3 - Sometimes improvised
Flail +3L 3 3 •• Lethal if spiked, -1 without Dex 3, ignore shields
Kusari Gama +0L 2 3 •• +2 (w/ Fighting Style: Chained Weapons); Wrap Grapple (Vs. Dexterity + Athletics)
Kyoketso Shogi -1L 3 2 •• +2 (w/ Fighting Style: Chained Weapons); Knot Grapple (Vs. Dexterity + Athletics)
Manriki Gusari -2B 2 3 $50 +2 (w/ Fighting Style: Chained Weapons)
Poi 0B 1 3 $100 Two-handed; +1 Defense; Trip Attack (Vs. Dexterity + Athletics)
Improvised Dmg. Auto

Dmg.

Size Dur. Cost Description
Chainsaw -2L 3 3 8-Again, +1 Defense
Chainsaw (High End) -1L 4 •••• 8-Again, +1 Defense
Keys -2L 0 1
Stake 1L 1 1 -
Straight Razor 0L 0 1 1L (per minute until bleed out)
Miscellaneous Dmg. Auto Dmg. Size
Bagh-nakh 1L 1 3 Uses [Strength + Brawl]
Bang Stick +2B/2L +0B/2L 1 Shot: Polearm after fired
Bang Stick (Explosive) +0L/0A +4L/4A 3 2 Does Aggravate Under Water; 1 Shot
Bolt Stunner 3B/3L 2 Double AP
Broken Bottle 2
Catch Pole 0B 3 2 Uses [Strength + Weaponry]
Fakir's Horns -1L 3 3 +1 Defense, +2 Defense with Weaponry Dodge
Nail Gun 0L 2 3 Strength+Firearms, if successful 1 automatic Lethal
Strangle Wire 2L 1 2 Grapple, then apply wire (Strength+Weaponry-3, no Defense)
Stun Gun 0 1 3 Dexterity+Weaponry, successes on attack count as penalties against next roll, target goes unconscious if cumulative penalty exceeds size
Whip 1B/0L 2 1 Dex+Weapon, -3 To disarm opponent
Legendary Dmg. Auto Dmg. Size
Dragonslayer 9L N/A 9 16 $0.8 M
Dyrnwyn Morality Burn 1 $9 M
Murumasa 5L 1L 2 6 $2 M Armor Piercing 2; Causes flesh around the wound to necrotify.

Ranged Weapons

Weapon

Dmg. Ranges Clip Dur. Size

/Str.

Cost Description
Revolvers
Derringer (.22 LR) 1L 5/10/20 2 2 0/1
Light Revolver 2L 20/40/80 6 4 1/1
Heavy Revolver 3L 35/70/140 6 5 1/2
.22 LR 1L 5/10/20 2 3 1/2
.38 Special 2L 20/40/80 6 4 1
.357 Magnum 3L 30/60/120 6 2 1
.44 Magnum 3L 35/70/140 6 3 2 9-Again
Auto-loaders
Pistol, Light 2L 20/40/80 17+1 2 1
Pistol, Heavy 3L 30/60/120 7+1 3 1
Glock 22 2L 20/40/80 10+1 2 1
Glock 26 2L 10/20/40 10+1 2 1
Holdout 1L 5/10/20 6+1 1 1
9mm Luger 2L 20/40/80 15+1 2 1
.40 S&W 2L 25/50/100 12+1 2 1 9-Again
.45 ACP 3L 30/60/120 8+1 2 1
Desert Eagle 4L 50/100/200 7+1 3 1
Rifles
Standard Rifle 5L 200/400/800 5+1 2 3 Two-Handed
Plinking Rifle 1L 30/60/120 5+1 1 2
Target Rifle 4L 150/300/600 5+1 2 3
Hunting Rifle 4L 200/400/800 4+1 2 3 9-Again
Sniper Rifle 4L 250/500/1000 10+1 2 3 9-Again
Big-Game Rifle 5L 250/500/1000 3+1 3 3 STR Req is 5 if not properly braced and causes recoil
Anti-Material Rifle 5L 300/600/1200 5+1 3 4 Causes recoil if not properly braced, 8-Again, Armor Piercing 6
Weatherby Mk. 5 5L 250/500/1000 2+1 3 3
M1 Grand 4L 225/450/900 8+1 3 3 9-Again
KAC SR-25 4 125/250/500 20+1 2 3 9-Again
Mini Railgun 3A 30/60/120 1 6 2 Armor Piercing 4;
Rifle Railgun 6A 50/100/200 1 8 3 Armor Piercing 6;
Canon Sized Railgun 12A 250/500/1000 1 14 6 Armor Piercing 12;
Full-Size Railgun 30A 2500/5000/10000 1 24 16 Armor Piercing 24
Sub-machine Guns
SMG, Small 2L 25/50/100 30+1 2 1 Autofire
SMG, Large 3L 50/100/200 30+1 3 2 Two-Handed, Autofire
9mm Luger 2L 30/60/120 32+1 2 or

(2/3/4)

2
9mm Luger (Machine Pistol) 2L 20/40/80 20+1 2 or

(3/4/5)

1
.45 ACP 3L 30/60/120 30+1 2 or

(2/3/4)

2
MAC-10 3L 20/40/80 20+1 4 2 Full Clip Auto-fire
PPSh-41 3L 20/40/80 71+1 4 3 Select-Fire
Assault Rifles
Basic Rifle 4L 150/300/600 42+1 2 or

(2/3/4)

3 $1800 Two-Handed; Automatic
Bullpup Rifle 4L 150/300/600 30+1 2 or

(2/3/4)

2 $2200 Two-Handed; Automatic
DRD PRATUS 5L 150/300/600 20+1 2 or

(2/3/4)

3 $5000 Two-Handed; Automatic; 9-Again
M16A4 4L 100/250/500 30+1 2 or

(2/3/4)

3 $2000 Two-Handed; Automatic
Shotguns
Shotgun 4L 20/40/80 5+1 3 2 Two-Handed, 9-again
Break-Action 4L 20/40/80 2 3 3 9-Again
Lever-Action 4L 20/40/80 2+1 3 3 9-again
Pump-Action 4L 20/40/80 8+1 3 3 9-Again
Semi-Automatic 4L 20/40/80 5+1 3 3 9-Again
Sawed-Off 4L 15/30/65 5+1 3 2 9-Again
Machine Guns
SAW 4L 175/350/700 200 (3/4/5) 3
GPMG 4L 250/500/1000 100 (4/4/5) 4 9-again
RPD (7.62) 175/350/700 (3/4/5) 3 9-again
HMG 5L 300/600/1200 50 (3/3/4) 5 8-again
Miscellaneous
Atlatl 4L Thrown*5 1 2 3
Ballistic Knife 1L 2/5/10 1 1 1 9-Again
BB Gun, pistol 0B 5/10/20 50 1 1 Cannot deal more than 1B or reduce target to fewer health than Size
BB Gun, Rifle 0B 10/20/40 300 1 2 Cannot deal more than 1B or reduce target to fewer health than Size
Blowgun 0L 1 1 2 Rolls Dex+Ath, Range equal to 2*(Size+Stamina+Athletics)
Bow Str. 1 Rolls Dex+Ath, Two-Handed, Range equal to 3*(Strength+Size+Athletics), Strength penalties are doubled
Bow, Compound Str.

+ 2

Two-Handed, Rolls Dex+Ath, Range equal to 4*(Strength+Size+Athletics)
Crossbow 3L 40/80/160 1 3 3 Two-Handed, slow to reload, Armor Piercing 2
Crossbow 3L 40/86/160 1 2 3 Two-Handed, can use Athletics or Firearms, requires 2*min. Str turns to reload, AP 2
Crossbow, Hand 1L 15/30/60 1 1 2 Can use Athletics or Firearms, Requires 2*min. Str turns to reload, AP 1
Dart Gun, Pistol 0 10/20/40 1 1 2 Only deals 1L to targets Size 2 or less, otherwise, no damage
Dart Gun, rifle 1 25/50/100 1 1 3 Only deals 1L to targets Size 2 or less, otherwise no damage
Flare Gun -1L 20/40/80 1 1 1 Maximum of 4 damage
Sling 2L Thrown*3 1 2 0 Rolls Dex+Ath
Sling, Stave 3L Thrown*5 1 2 4 Two-Handed, rolls Dex+Ath
Ranged Stun Gun -1 1/3/7 1 1 1 Deals 1B regardless of successes, until removed stun gun attacks can still be made
Slingshot 0B 5/10/20 1 1 1 Cannot deal more than 1B, Rolls Athletics
Spear Gun 3L 15/30/60 1 2 2 Two turns to reload, range only applies underwater
Thrown Weapons
Dart -1L Aero 1 1 10s not re-rolled
Hatchet 1L Thrown 2 1 Can deal Bashing instead
Javelin, Combat 3L Aero 2 2
Javelin, Competition 2L Thrown*4 2 2
Knife 1L Aero 2 1
Shuriken -1L Aero 1 1 10s not re-rolled
Mounted
M158 Launcher -2L+10 125/250/500 7 - 5 Blast Area/Force 3, Knockdown, Armor Piercing 12
M2HB (.50 cal) 6L 300/600/1200 500 4 4 Armor Piercing 6, 9-Again
Minigun 5L / 6L 250/500/1000 750 2 5 Autofire, Armor Piercing 6, 9-Again, multi-barrel does 6L
M134 "Minigun" 4L+2 150/300/600 100 4 5 Can only be fired in long bursts; 8-Again, fires 50+5 dice
Legendary
Ray Gun Prototype
Lao Ray Gun

Special Ammunition

Ammo Damage+ Range+ Clip+ Cost Description
Arrows
Bodkin Increase by half again 12 ••• Armor Piercing 4
Broadhead Armor Piercing 2 and +1 against no or soft armor, otherwise -2
Bullets
Armor Piercing (2L or less Handgun) 50 •• Armor Piercing 1
Armor Piercing (2L w/ 9-again or more Handgun) 50 •• Armor Piercing 2
Armor Piercing (4 or less Rifle) 20 •• Armor Piercing 2
Armor Piercing (4L w/ 9-again or more Rifle) 20 •• Armor Piercing 3
Buckshot (Shotgun) 25 +1 against 0 Durability or Armor at short range, range penalties reduced by half, anyone in physical contact w/ target suffers half damage, all targets double durability or armor
Birdshot (Shotgun) -1 -0/-half/-half 25 anyone in physical contact w/ target suffers half damage, all targets triple Durability or Armor
Cold Iron Normal bullet acts as an Armor Piercing bullet, hollowpoint acts as a normal bullet
Flamethrower (Shotgun) +3 3 Autofire base damage 0, maximum 4 damage
Flare (Shotgun) Becomes -1 -half/-half/-half 3 Maximum 4 damage
Frangible (Handgun or Rifle) 20 •• +1 against 0 Durability or Armor
Gold -1 All ranges reduced by three-quarters of normal
Hollowpoint (Handgun or Rifle) -0/-3/-5 20 +1 against 0 Durability or Armor, -2 otherwise
Riot Control (Handgun or Rifle) 20 •• Deals Bashing instead of Lethal
Riot Control (Shotgun) 25 Deals Bashing instead of Lethal
Silver -1

Shotgun Specifics

Gauge Damage Range Modifier Capacity Modifier Strength Modifier Description
.410 2L -10/-20/-30 +2 -1 9-Again
28 2L -10/-20/-30 +2 -1 9-Again
20 3L -5/-10/-15 +1 -1 9-Again
16 4L +0/+0/+0 +0 +0
10 5L +5/+10/+15 -1 +1
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