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Personal Weapons (Scale 0)

NAME MODES RANGE DAMAGE COST HANDS TRAITS
Lux Pistol Beam 10m/50m 1d6 1 energy 1  
Lux Rifle Steady 2 50m/200m 1d6 1 energy 2  
EM Streampack Assault 1 10m/100m 1d8/1d4 1 energy 2  
Lux Pulsid Beam 100m/1km 1d8 2 energy 2 Charge 4
Legion Pulsid Beam 200m/2km 2d6 3 energy 2 Charge 4, ArrayArray, AA
Lux DiscArea Ray300m/1km1d63 energy3AA
IR Furnace Heavy Blast 1 30m/100m 1d10 10 energy 2  
Scatter Flechette Steady 70m/300m 1d6/1d4 3 darts 2 Spreadfire
Modular Flechette Steady X 60m/250m Xd6/Xd4 X * 3 darts 3 Modular 4
Needle Cannon Assault 3 70m/500m 1d4 1 dart 1  
Acro Smartgun Assault 2 100m/1km 1d6 1 ยต-charge 1  

Mines

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

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

Trapmine: At any time, the detonator can be used to instantly detonate all trapmines that detonator has active. 

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.

  • STEALTH: A smartmine is a Hidden trap unless the user spends a turn hiding it. If they do, the mine is a Secret trap instead.