Skip to main content

Personal Weapons (Scale 0)

Energy Weapons

When hit by these weapons, add 1 Heat.

NAME MODES RANGE DAMAGE COST HANDS TRAITS
Lux Repeater Beam 10m/50m 1d6 1 energy 1
Lux Pulsid Beam 100m/1km 1d8 2 energy 2 Charge 4
Legion Pulsid Beam 200m/2km 2d6 3 energy 2 Charge 4, Array, AA
Lux Disc Zone Ray 300m/1km 1d6 3 energy 3 AA
Acro Pistol Assault 2 20m/100m 1d4 1 energy 1 AA
Acro Smartgun Assault 2 200m/1km 1d6 1 nshell + 1 energy 1  AA
Dawngaze Heavy Blast 1 30m/300m 1d10 10 energy 2  

Particle Weapons

When hit by these weapons, add 1 Heat.

NAME MODES RANGE DAMAGE COST HANDS TRAITS
Plasma Accelerator Assault 1 20m cone 1d6 2 deuterium 2 Burn 1d4
Neutral Impaler Heavy Beam 500m/3km 2d6+2 4 deuterium
Radiation 2
EM Streampack Assault 1 10m/100m 1d8/1d4 1 energy 2

Projectile Weapons

NAME MODES RANGE DAMAGE COST HANDS TRAITS
Matgun Pistol Assault 1 10m/50m 1d6 1 cartridge 1
Assault Matgun Assault 2 50m/200m 1d6 1 cartridge 2
Needle Pistol Assault 2 20m/50m 1d4 1 needle 1 Spreadfire
Scatter Flechette Steady 70m/300m 1d6/1d4 3 needles 2 Spreadfire
Modular Flechette Steady X 60m/250m Xd6/Xd4 X * 3 needles 3 Modular 4
Needle Cannon Assault 3 70m/500m 1d4 1 needles 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.