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, Special[1] |
Legion Pulsid | Beam | 200m/2km | 2d6 | 3 energy | 2 | Charge 4, Array, AA, Special [1] |
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 |
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
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 | Mag 20 |
Assault Matgun | Assault 2 | 50m/200m | 1d6 | 1 cartridge | 2 | Mag 40 |
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 [1] Blast 1 | 15m | 2d4 | |
Smartmine | Special [2] Blast 1 | 15m/trigger: 10m | 3d4 | Stealth |
Special Rules
Trapmine:[1] Trapmine. At any time, the detonator can be used to instantly detonate all trapmines that detonator has active.
Smartmine:[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.
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.