# Kinetic Weapons

*The Stellar Armory, Space Opera Weapons and Armour for Exodus NDS. Source: https://exodusnds.com/sourcebooks/stellar-armory/kinetic-weapons*

Weapons that throw a solid projectile: chemical slugthrowers, magnetic accelerators, flechette guns, and gyrojets. Their damage type is **Ballistic**.

Kinetic weapons are the cheapest and most common arms in settled space. They work in any atmosphere and in none, they are the only family with **Auto-Fire** at every size, and they are loud.

| | |
|:--|:--|
| **Stopped by** | Hard plate: the Security Vest, Combat Armour, and anything heavier. Gravitic Deflectors |
| **Goes through** | Reflec Coats and Deflection Screens, which are built for beams |
| **Weakness** | Recoil in free fall, and they run dry |

**Zero-g recoil.** A kinetic weapon fired in microgravity by a shooter who is not braced or anchored adds 1 Bane Die, and the shooter drifts. Weapons with **Recoilless** ignore this.

**Running dry.** The GM may spend a Calamity, or 3 Bane, from an attack to empty a kinetic weapon; 2 Bane after Auto-Fire. Reloading is a maneuver.

**Skill:** Light Ranged for pistols, Heavy Ranged for long guns, Gunnery for the two support weapons.

<img class="framed" src="https://exodusnds.com/assets/sourcebook/stellar_armory/stellar-armory-kinetic.jpg">

##### <span class="weapon-bar ballistic"></span>Holdout Slugger
<span class="weapon-aka">Pocket pistol, sleeve gun, last resort</span>

<div class="weapon ballistic">

<span class="dmg">5</span>
<span class="crit">4</span>
<span class="range short">Short</span>
<span class="enc">1</span>

</div>

<div class="weapon-detail">

<span class="skill">Light Ranged</span>
<span class="price">200</span>
<span class="avail">Common</span>
<span class="type">Ballistic</span>
<span class="qual">Concealable 2</span>

</div>

A small chemical-propellant pistol. It is the cheapest weapon in the book that hides, and nothing in a customs scanner's library flags it as military.

**Concealable 2** on light-pistol numbers.

##### <span class="weapon-bar ballistic"></span>Slug Pistol
<span class="weapon-aka">Slugthrower, powder pistol, colonial sidearm</span>

<div class="weapon ballistic">

<span class="dmg">6</span>
<span class="crit">4</span>
<span class="range short">Short</span>
<span class="enc">1</span>

</div>

<div class="weapon-detail">

<span class="skill">Light Ranged</span>
<span class="price">200</span>
<span class="avail">Common</span>
<span class="type">Ballistic</span>
<span class="qual">None</span>

</div>

A plain cartridge pistol, made on every world that has a machine shop. Damage 6 at Short range and Crit 4, with no qualities and no drawbacks. It is the baseline sidearm of the frontier.

##### <span class="weapon-bar ballistic"></span>Service Sidearm
<span class="weapon-aka">Caseless pistol, officer's sidearm, standard sidearm</span>

<div class="weapon ballistic">

<span class="dmg">6</span>
<span class="crit">3</span>
<span class="range short">Medium</span>
<span class="enc">1</span>

</div>

<div class="weapon-detail">

<span class="skill">Light Ranged</span>
<span class="price">300</span>
<span class="avail">Common</span>
<span class="type">Ballistic</span>
<span class="qual">None</span>

</div>

A well-made kinetic pistol firing caseless or cased ammunition from a large magazine. Damage 6, Crit 3, Medium range. This is the reference handgun: every other sidearm in the book is this entry with something traded.

##### <span class="weapon-bar ballistic"></span>Heavy Sidearm
<span class="weapon-aka">Hand cannon, magnum slugger, breaker</span>

<div class="weapon ballistic">

<span class="dmg">7</span>
<span class="crit">3</span>
<span class="range short">Medium</span>
<span class="enc">2</span>

</div>

<div class="weapon-detail">

<span class="skill">Light Ranged</span>
<span class="price">350</span>
<span class="avail">Restricted</span>
<span class="type">Ballistic</span>
<span class="qual">Inaccurate 1, Limited Ammo 4</span>

</div>

A pistol chambered for a cartridge meant for carbines. Damage 7 is the top of the kinetic handguns. **Inaccurate 1** and **Limited Ammo 4** are the cost.

##### <span class="weapon-bar ballistic"></span>Flechette Pistol
<span class="weapon-aka">Needle pistol, dart pistol, sliver gun</span>

<div class="weapon ballistic">

<span class="dmg">4</span>
<span class="crit">2</span>
<span class="range short">Short</span>
<span class="enc">1</span>

</div>

<div class="weapon-detail">

<span class="skill">Light Ranged</span>
<span class="price">500</span>
<span class="avail">Restricted</span>
<span class="type">Ballistic</span>
<span class="qual">Pierce 2, Vicious 2</span>

</div>

Fires a bundle of hardened darts. The damage is low. **Pierce 2** and **Vicious 2** with Crit 2 are the point: it wounds badly through light armour.

##### <span class="weapon-bar ballistic"></span>Gyrojet Pistol
<span class="weapon-aka">Rocket pistol, microjet, vac pistol</span>

<div class="weapon ballistic">

<span class="dmg">6</span>
<span class="crit">4</span>
<span class="range short">Medium</span>
<span class="enc">1</span>

</div>

<div class="weapon-detail">

<span class="skill">Light Ranged</span>
<span class="price">450</span>
<span class="avail">Restricted</span>
<span class="type">Ballistic</span>
<span class="qual">Recoilless, Point Blank 1</span>

</div>

Fires small self-propelled rockets. There is no recoil, so it is the kinetic sidearm of choice in free fall.

**Recoilless**. **Point Blank 1**: the rocket is still accelerating at arm's length, so add 1 Bane Die at Engaged range.

##### <span class="weapon-bar ballistic"></span>Machine Pistol
<span class="weapon-aka">Submachine gun, room broom, corridor gun</span>

<div class="weapon ballistic">

<span class="dmg">5</span>
<span class="crit">3</span>
<span class="range short">Medium</span>
<span class="enc">2</span>

</div>

<div class="weapon-detail">

<span class="skill">Light Ranged</span>
<span class="price">400</span>
<span class="avail">Military</span>
<span class="type">Ballistic</span>
<span class="qual">Auto-Fire</span>

</div>

A compact automatic in a pistol cartridge. Damage 5, Medium range, **Auto-Fire**. It is the standard weapon of ship security teams, because it will not hole a bulkhead.

##### <span class="weapon-bar ballistic"></span>Slug Carbine
<span class="weapon-aka">Militia carbine, colonial rifle, burst rifle</span>

<div class="weapon ballistic">

<span class="dmg">7</span>
<span class="crit">4</span>
<span class="range short">Medium</span>
<span class="enc">3</span>

</div>

<div class="weapon-detail">

<span class="skill">Heavy Ranged</span>
<span class="price">375</span>
<span class="avail">Common</span>
<span class="type">Ballistic</span>
<span class="qual">Auto-Fire</span>

</div>

A cheap automatic carbine. Damage 7 with **Auto-Fire** at Medium range, and Crit 4. It arms colonial militias and most pirates.

##### <span class="weapon-bar ballistic"></span>Combat Rifle
<span class="weapon-aka">Assault rifle, service rifle, line rifle</span>

<div class="weapon ballistic">

<span class="dmg">8</span>
<span class="crit">3</span>
<span class="range short">Long</span>
<span class="enc">4</span>

</div>

<div class="weapon-detail">

<span class="skill">Heavy Ranged</span>
<span class="price">1000</span>
<span class="avail">Military</span>
<span class="type">Ballistic</span>
<span class="qual">Auto-Fire</span>

</div>

The standard kinetic infantry rifle. Damage 8, Crit 3, Long range, **Auto-Fire**, and nothing else. It is the reference long gun.

##### <span class="weapon-bar ballistic"></span>Scattergun
<span class="weapon-aka">Shotgun, spread gun, boarding gun</span>

<div class="weapon ballistic">

<span class="dmg">8</span>
<span class="crit">3</span>
<span class="range short">Short</span>
<span class="enc">3</span>

</div>

<div class="weapon-detail">

<span class="skill">Heavy Ranged</span>
<span class="price">700</span>
<span class="avail">Common</span>
<span class="type">Ballistic</span>
<span class="qual">Blast 4, Knockdown, Vicious 2</span>

</div>

A smoothbore firing shot. Damage 8 at Short range with **Blast 4** and **Vicious 2**, and **Knockdown** for 2 Boons. It is the classic boarding weapon.

##### <span class="weapon-bar ballistic"></span>Flechette Launcher
<span class="weapon-aka">Sliver gun, shredder, dart thrower</span>

<div class="weapon ballistic">

<span class="dmg">4</span>
<span class="crit">2</span>
<span class="range short">Medium</span>
<span class="enc">3</span>

</div>

<div class="weapon-detail">

<span class="skill">Heavy Ranged</span>
<span class="price">800</span>
<span class="avail">Restricted</span>
<span class="type">Ballistic</span>
<span class="qual">Blast 4, Pierce 2, Vicious 3</span>

</div>

A long gun that throws a cloud of darts. Damage 4 with **Blast 4**, **Pierce 2**, and **Vicious 3**. It clears a corridor of lightly armoured targets and does little to a hardsuit.

##### <span class="weapon-bar ballistic"></span>Gauss Pistol
<span class="weapon-aka">Coil pistol, mag pistol, rail sidearm</span>

<div class="weapon ballistic">

<span class="dmg">6</span>
<span class="crit">3</span>
<span class="range short">Medium</span>
<span class="enc">2</span>

</div>

<div class="weapon-detail">

<span class="skill">Light Ranged</span>
<span class="price">900</span>
<span class="avail">Military</span>
<span class="type">Ballistic</span>
<span class="qual">Pierce 2, Cumbersome 2, Silent</span>

</div>

A magnetic accelerator in a pistol frame. There is no propellant, so it is **Silent**, and the slug arrives fast enough for **Pierce 2**. The capacitor makes it heavy: **Cumbersome 2**.

##### <span class="weapon-bar ballistic"></span>Gauss Rifle
<span class="weapon-aka">Coil rifle, mag rifle, needle rifle</span>

<div class="weapon ballistic">

<span class="dmg">10</span>
<span class="crit">2</span>
<span class="range short">Extreme</span>
<span class="enc">5</span>

</div>

<div class="weapon-detail">

<span class="skill">Heavy Ranged</span>
<span class="price">2000</span>
<span class="avail">Military</span>
<span class="type">Ballistic</span>
<span class="qual">Pierce 4, Cumbersome 3, Slow-Firing 1</span>

</div>

A magnetic accelerator rifle. Damage 10, Crit 2, Extreme range, **Pierce 4**. It needs Might 3 and a round to recharge after each shot (**Slow-Firing 1**).

##### <span class="weapon-bar ballistic"></span>Support Slugthrower
<span class="weapon-aka">Squad gun, heavy slugthrower, belt gun</span>

<div class="weapon ballistic">

<span class="dmg">10</span>
<span class="crit">3</span>
<span class="range short">Long</span>
<span class="enc">6</span>

</div>

<div class="weapon-detail">

<span class="skill">Gunnery</span>
<span class="price">1750</span>
<span class="avail">Military</span>
<span class="type">Ballistic</span>
<span class="qual">Auto-Fire, Pierce 2, Vicious 2, Cumbersome 3</span>

</div>

A belt-fed automatic carried by one soldier. Damage 10 with **Auto-Fire**, **Pierce 2**, and **Vicious 2**. It needs Might 3.

<div class="glass">

##### <span class="weapon-bar ballistic"></span>Rail Lance

<img class="framed" src="https://exodusnds.com/assets/sourcebook/stellar_armory/stellar-armory-rail-lance.jpg" alt="Rail Lance" loading="lazy">

<span class="weapon-aka">Heavy gauss, anti-armour rail, mass driver</span>

<div class="weapon ballistic">

<span class="dmg">14</span>
<span class="crit">2</span>
<span class="range short">Extreme</span>
<span class="enc">7</span>

</div>

<div class="weapon-detail">

<span class="skill">Gunnery</span>
<span class="price">4000</span>
<span class="avail">Military</span>
<span class="type">Ballistic</span>
<span class="qual">Pierce 6, Breach 2, Cumbersome 4, Prepare 1, Slow-Firing 1</span>

</div>

A shoulder-braced magnetic accelerator built to hole vehicles and light hulls. Damage 14 and **Pierce 6** at Extreme range. It needs Might 4, a maneuver to set up, and a round to recharge.

</div>
