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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 AA, Array, Charge 4, 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

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

[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.