I recently got into a new EP game and with my GMs permission began making modifications to the weapons rules along with adding a few of my own. I thought I would share what I came up with on the EP forums. Some of the things are pretty basic (trade ap for dv) but the main difference is that my attempt was to give all the different levels of pistols a reason for existence instead of having Heavy pistols being the end all small fire arm short of assault rifles. I plan on making similar changes to all the weapons but as of now pistols and a few melee weapons are the only ones I've finished. Weapons Despite the fact that firearms are the dominant personal weapons, you shouldn’t underestimate the potential of a good blade or even fist. With today’s high security it can sometimes be impossible to sneak a gun on board while a simple kitchen knife or densiplast glove will get right by as long as it’s in your luggage. Melee weapons are used in hand-to-hand combat and range from those popular with street thugs—knives, bats, and knuckles—to the more specialized weapons wielded by martial arts experts. Melee Weapons Shadow blades: The Shadow series edged weapons were designed for stealth. Made of detection proof materials and a black matte coating that keeps it from causing a glare that may attract detection it is the ideal melee weapon for a subtle approach. The blade itself is treated with a special forging process that allows it to cut through armor more effectively (extra – 1 to AP.) The shadow series comes in a number of designs and to represent this any edged weapon can be a part of it. Merely increase it to the next cost level (trivial to low for example) but remember the materials only keep the blade from being detected. In the case of a wasp knife the canisters contents can still be detected by the right sensors without proper shielding. Because of strict blueprint control and licensing usually only found in the hands of professionals. Claymore: Essentially a heavier monofilament sword, the claymore must be wielded with two hands by anyone with less than 25 SOM (the damage presented is assuming such a person is using two hands so there is no bonus to damage for doing so). While weapons such as things are usually useless to your average transhuman with the advent of near immortality dueling to the death has become a newly popular sport with those who can afford constant morph replacement. Even outside of such scripted combat in the right hands and under the right circumstances it can be more useful than a gun. Stats are AP -5, DV 2d10 +4. [Low] Fineblades: The fineblade forging process gives an edged weapon greater ability to cut through armor but sacrifices damage potential in the process. This is a process applied to weapons but is simple enough to not change the cost. It lowers the DV by one while increasing AP by 1. Snap blades: When you can’t get your hands on some cyber claws but still want that element of surprise with a hidden weapon snap blades are your best bet. These blades are sheathed in a forearm protector that cab be hidden under your sleeves. Thee blades will extend or contract via muscle movement or mesh command. The sheath comes in two versions. The cheap plain sheath [trivial] and the senor defeating sheath (-20 to sensor attempts) [low] Gun knife: Now before you say anything no, it is not a knife duct taped to a gun. The gun knife is a surprise attack or last ditch weapon. Loaded with a propellant in the handle the blade is shot out of the handle towards an opponent (using the Kinetics skill). You’re probably asking yourself what’s the point of this weapon? Simple, it’s cheap, easy to produce, and just about every scum too cheap to afford a real gun will be packing a bandolier full of these things. Use light pistol damage with a -1 to AP but half the range. [trivial] Telescoping Staff : When collapsed, this weapon is quite easy to conceal (+10 to Palming). A quick spin telescopes both ends of the staff out of the handle, multiplying the overall length. Firearms Firearms are currently the most versatile of weapons. In Eclipse Phase they are also the most confusing. Sniper rifles are full auto with a high magazine size then assault rifles and there is no logical reason to even use a submachine gun. These following guns are an effort to give each weapon a role and reason for existence. NOTE: Just because one company makes a gun doesn’t mean another won’t make a similar model with the same mechanical advantages and weaknesses. Direct Action makes the Scout which is a rival to Medusan Arms Viper. This is for those of you who like a gun but don’t like the picture that goes with it. Pistols Light Pistols Light pistols are the weakest of all firearms but that doesn’t mean their pointless. They are quiet (apply an extra -10 when using a silencer), easy to conceal (+10 when attempting to hide the gun), and they are quick to break down and reassemble (+10 to Hardware: Armorer when disassembling or reassembling.) Direct Action Scout: Perhaps the world’s most compact pistol, the DA Scout features a magnetic strip which can be activated or deactivated with a thought to stick to a number of surfaces including an agents armor so no need for a holster. It also fires a larger round then most light pistols losing some ammo capacity (-1) in exchange for more power (+1 DV). Comes with a built in laser sight. [low] Soulafe High Class: A light pistol for men and woman of stature, the High Class is built with smart material that allows it to change its color to match the wearers outfit. Popular among those who want to be able to defend themselves with style it has also become the weapon of choice among some less reputable citizens for the sole purpose that they can have messages played on the side of the gun such as “Your mother liked my other gun more.” Because of its longer than average barrel the High Class has medium pistol range but loses its bonus to concealment. Apply an extra -10 to visual perception tests if the skin of the gun has been set to blend in with its background. [moderate] Fire Fist: A scum made weapon, the Fire Fist is an oddly designed light pistol. Its shape allows the user to create a fist with the barrels coming from in between each finger. This almost completely conceals the gun (-10 to visual Perception test) and while it can fire like any other normal weapon its design makes it unwieldy (- 10 to attack test) unless it is used in close range with little room to miss. It’s biggest advantage is when used in a melee attack. The attacker makes the usual unarmed test but on a successful attack the pressure on the barrels acts as a trigger to fire all 4 (there is a barrel under the pinky) rounds at once. The attack then roles the unarmed attacks damage and then the pistols damage with a +4 DV. Reloading the weapon is an arduous process as the front must be slid up and each round individually loaded, this takes two complex actions. Because of this the Fire Fist is usually used and then thrown away for a more efficient weapon. [low] Gordo Industries LAP M-1: The Light Armor piercing Pistol Model 1 is the flagship light pistol for Gordo Industries. Featuring a specially designed magazine (+20% cost) the LAP M-1 can hold twice the ammo of other light pistols while also having armor piercing capabilities (AP -2). These advantages are offset by the increased cost for both the gun and its magazines. The peculiar ballistics of the LAP M-1 makes it easier to identify then other guns and it is noticeable difficult to find unlicensed copies of its blueprint for the creation of an untracked model (modifiers at GMs discreation). It comes equipped with a smartlink. [moderate] Decker Icarus: The Icarus is the gun of choice for anyone expecting a hostile environment. While some guns need to be modified to fire in adverse conditions the Icarus just shrugs those off and keeps firing. Any test that has to be made to see if the gun keeps firing is considered an automatic success. In the case of the attacker getting a critical failure or the defender a critical success assume the gun had a slight malfunction but will still be in working order when the owner has the time to clear the mechanism. [low] Medium Pistols Medium pistols are the compromise between a light pistols ease and a heavy pistols power. While lacking the advantages both carry it also has none of their weaknesses. Medium pistols are what you will usually find being carried by your average security guard or private security agent. Saeder Armaments 556: The 556 is called so because of the in company made ammunition it holds. While nothing about it makes it easier to kill people the ammo is notoriously easy to make and has flooded the market (-20% cost for ammo/+10 when producing it yourself). The company has tried to remedy this issue but black market armorers are seeing to it that the flood isn’t drying up soon. [low] Ceska Scorpion: The Scorpion got its name from the it’s impressive sting, the enhanced firing rate which puts it closer to a mini submachine gun with less armor piercing and damage. It fires 6 rounds in a single burst (an extra +1d10 which can make it +2d10 if both bursts hit one target or have it split to hit two targets for +1d10 each) but it lacks full auto capability. Because of barrel modifications to withstand increased stress from the enhanced firing rate the range has been cut to that of a light pistol. The top loading magazine holds an extra 12 rounds. [moderate] Coyvot Peacekeeper: The Peacekeeper has become the standard firearm of many law enforcement agencies. It’s special grip which molds to the persons hand (+20 to avoid being disarmed), under barrel laser sight, and standard safety system (page 342) make it perfect for any officer of the law. Ironically it has also found fans in the Night Cartel because it’s hard to figure out who shot whom when the ballistics are so similar. [low] Horizon Firearms Rubix: An impressive entry into the firearms business by Horizon Incorporated. The gun can be easily be broken down into about 20 component parts that mimic jewelry, writing instruments, and other commonly carried items, making the weapon quite easy to transport illegally. Putting them back together requires at least a minute (20 turns with a Hardware: Armorer check) though this can be cut in half if the job is rushed and the person assembling it can get a bonus (+10) if they have an AR assist program overlaying what to do when. A silencer specifically designed for the gun (+20%) must be purchased and if part of the assembling process adds another 4 turns to put together. [moderate] Medusan Arms Thunderbolt: Wanting to find a way to create a heavy pistols fire power but with less weight and noise MA created the Thunderbolt, an impressive medium pistol which hits with the power of its heavier counter parts. The heavier bullet (use heavy pistol damage but not AP) is what sets this gun apart but the increased size of the bullet decreases ammunition available(magazine size reduced to 10) and the bluntness of the round (AP -1 instead of – 2) means this gun can’t pierce armor as well as it’s bigger brother. Heavy Pistols Heavy pistols are the hand cannons of the firearms world. Their distinct advantage in both damage and armor piercing capabilities are marred by the increased noise and muzzle flash (+20 to any perception test trying to find them) and being almost impossible to hide (-10 to a palming test to hide it). They are big, powerful, and one of the least subtle weapons you can use. Coyvot Guardian: When a SWAT team storms a building odds are they will have the Guardian as their sidearm. The bigger brother of the Peacekeeper, Guardians are made to keep collateral damage through over penetration to a minimum while causing increased damage to intended targets. The pistols AP is decreased by 2 but it gains +2 to its DV. It comes with a smartlink built in. [low] Vectrix Arms Bullhound: The Bullhound was built with a simple mission, make a heavy pistol that kills people very well. A mission they accomplished with this third attempt. The Bull Hound has increased damage potential all around (1 bonus to both AP and DV) but loses ammo in the process (12 rounds) and can no longer fire full auto. While lacking full auto is a drawback the gun makes up for it with increased damage and an under barrel micromissile launcher which can hold one missile and must be manually reloaded (one complex action.) [low] Direct Action Gemini: Aiming to emulate the classic image of the gunslinger dual wielding pistols DA created what may become the must have weapons for every modern day cowboy. The Gemini gun system uses two smartlinked pistols loaded with a hyper specialized sensor system that feeds logistical data from one pistol to another. When wielded together the pistols sensors negate the usual -20 from multiple targets attacked. To make room for the special sensor package the Gemini can no longer in FA modes and are limited to light pistol range. [moderate] Gordo Industries Desperado: Heavy pistols hit hard, everyone knows that. This one however hits harder then all of them. The Desperado uses a cylinder because magazines were too small to fit all that bullet into a pistol sized package. Both DV and AP are increased by 3 but the wielder needs a body that can handle such a weapon (at least SOM 25) and silencers just don’t work on it. Since it holds only 5 shots it is best to fire SA unless you want to blow most of your bullets at once on a burst, FA isn’t even an option. This pistol also has extended range (twice normal heavy pistol range) and a built in smartlink which helps you wield the beast. Bushwick United Huntsmen: The Huntsmen was designed for ease of use but more importantly it has increased armor piercing capability to take down the heavier prey rich sportsmen have custom made for their hunting grounds. While the damage suffers for this (AP increased by 1, DV decreased by 1) it’s hard to argue with results.