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Personal Weapons (Scale 0)

Energy Weapons

These weapons add +1 Heat for each damage die on a hit.

NAME MODES RANGE DAMAGE COST HANDS TRAITS
Lux Repeater Beam 10m/50m 1d6 energy 1
Lux Pulsid Beam 100m/1km 1d8 energy 2 Charge 4, Special[1]
Legion Pulsid Beam 200m/2km 2d6 energy 2 AA, Array, Charge 4, Special [1]
Lux Disc Zone Ray 3 300m/1km 1d6 energy x2 3 AA
Dawnbreaker Heavy Blast 1 30m/300m 1d10 energy x3 2  
Acro Cupola Assault 2 Homing 20m/100m 1d4 energy 1 AA
Acro Strafegun Assault 2 Homing 200m/1km 1d6 nshells + energy 1 AA

Special Rules

[1] Pulsid Telene Behavior. Pulsids transform between weapon and transceiver mode in 1 hour, reconfiguring their tail fronds accordingly. If left to their own devices, they will hide in crevices and small holes much like an eel. They will venture out for Metals or, if hiding in metal-rich material, may dig further into their hiding place, feeding along the way. When it is dark, heavy rain, or other obscuring conditions, they will seek familiar transmissions. Pulsids recharge themselves at a rate of 1 energy per hour of foraging or 4 per hour when feeding directly on Metals.

Particle Weapons

These weapons do +1 damage to shields.

NAME MODES RANGE DAMAGE COST HANDS TRAITS
Plasma Vortex Assault 1 20m cone 1d6 deuterium 2 Burn 1d4
Neutral Impaler Heavy Beam 500m/3km 2d6+2 deuterium x2 2 Radiation 2
EM Streampack Assault 1 10m/100m 1d8/1d4 energy 2

Projectile Weapons

NAME MODES RANGE DAMAGE COST HANDS TRAITS
Matgun Pistol Assault 1 10m/50m 1d6 cartridges 1 Mag 20
Assault Matgun Assault 2 50m/200m 1d6 cartridges 2 Mag 40, Steady
Salvo Matgun Assault 4 50m/300m 1d6/1d4 cartridges 2 +1 to-hit
RPG Launcher Heavy Homing 200m/500m warhead warhead 2 Mag 1
Needle Pistol Assault 2 20m/50m 1d4 needles 1 Spreadfire, Steady
Scatter Flechette Steady 70m/300m 1d6/1d4 needles 2 Spreadfire
Modular Flechette Steady X 60m/250m Xd6/Xd4 needles X 3 Modular 4
Needle Cannon Assault 3 70m/300m 1d4 needles x2 1
Mass Driver Rifle Heavy 400m 2d8 heavy slug OR 1d4 bulk 2 Mag 1 (2)

Mines

All mines are paired to a detonator, and can be planted or thrown individually.

NAME MODES RANGE DAMAGE TRAITS
Trapmine Blast 1 Special [1]
15m 2d4  
Smartmine Blast 1 Special [2]
15m/trigger: 10m 3d4 Stealth

Special Rules

[1] Trapmine. At any time, the detonator can be used to instantly detonate all connected trapmines.

[2] Smartmine. When an enemy of the detonator's holder approaches a smartmine within its trigger range, it will detonate at the start of the next combat turn. If an enemy enters the range during an excursion turn, resolve the mine detonation as if it were currently a combat turn.