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.
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