Small Arms | Hit | End Dmg | Crit | Rng | Clips | Ammo | Load | RoF | Wgt | Weapon Types | Cost | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Pistol | 1 | 3 | 3 | 4 | 4 | +RoF x6 | 1 | 1 | 1 | Gun | 1 | + |
Small | ||||||||||||
Submachine Gun | 1 | 4 | 3 | 3 | 3 | +RoF x3 | 1 | 3 (+2d6) | 1 | Gun | 2 | + |
Rifle | 3 | 4 | 5 | 2 | +RoF x4 | 2 | 1 | 2 | Gun | 2 | + | |
Strong Hit +1 on RoF 1 Shots | ||||||||||||
Assault Rifle | 2 | 4 | 4 | 4 | 3 | +RoF x4 | 2 | 2 (+1d6) | 2 | Gun | 3 | + |
Jam -1 | ||||||||||||
Shotgun | 2 | 6 | 3 | 2 | 5 | +RoF x1 | 1 | 2 (+1d6) | 3 | Gun OR Shell | 2 | + |
Strong Hit +1 in First Range Band | ||||||||||||
Heavy Pistol | 4 | 4 | 3 | 4 | +RoF x3 | 1 | 1 | 1 | Gun | 1 | + | |
Small | ||||||||||||
Drum Assault Rifle | 4 | 4 | 3 | 3 | +RoF x6 | 2 | 2 (+1d6) | 3 | Gun | 3 | + |
Heavy Arms | Hit | End Dmg | Crit | Rng | Clips | Ammo | Load | RoF | Wgt | Weapon Types | Cost | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Grenade | -2 | 6 | 5 | 1 | 2 | +RoF x1 | 1 | 1 | 1 | Shell, Thrown | 1 | + |
Splash 2. Small. Slow. -2 to all Weapon Modification Spare Time Rolls | ||||||||||||
Disruptor Grenade | -2 | 8 | 3 | 1 | 1 | +RoF x1 | 1 | 1 | 1 | Thrown, Disruptor | 1 | + |
Splash 1. Small. Slow. Energy. Blunt. Strong Hit (5-6). +2 Crit Dmg vs Robots.. -2 to Weapon Modification Spare Time Rolls Strong Hit: Mass Disrupt (Hit) Debuff ALL Damaged Targets, Active Non Low Tech/Bio Tech Weapons: Lose Ammunition equal to RoF |
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Satchel | -4 | 10 | 4 | -2 | 1 | +RoF x1 | 2 | 1 | 2 | Shell, Thrown | 14t | + |
Splash 4. Slow. 1 Use. Pen 4 min 2. May make a Heavy Arms Skill Roll of 12 to place Satchel and time a delayed explosion | ||||||||||||
Puncture Rifle | 4 | 4 | 6 | 3 | +RoF x3 | 2 | 1 | 3 | Gun | 2 | + | |
Slow. Pen 2 min 3. Maximum Range = Rng x 5 (normally Rng x 10) | ||||||||||||
Cannon | -2 | 6 | 5 | 5 | 4 | +RoF x3 | 2 | 1 | 5 | Gun OR Shell | 4 / 14t | + |
Splash 1. Slow. Maximum Range = Rng x 20 (normally Rng x 10). When fired at a spacecraft use: Hit +2, Shield Dmg 2, Crit 2 and Rng 2 | ||||||||||||
Auto Cannon | -4 | 6 | 4 | 2 | 3 | +RoF x5 | 2 | 4 (+3d6) | 4 | Gun | 4 / 14t | + |
Jam (1-3). Optional: (Set Up 1, Pull Down 1, +2 Rng and +2 End Dmg) | ||||||||||||
Chemical Thrower | 4 | 4 | 1 | 3 | +RoF x3 | 2 | 3 (+2d6) | 3 | Chemical | 4 | + | |
Slow. Jam (1-5). Low Tech. All Targets have -1 Cover Step. If you perform a Spread Fire with this Weapon: add +1d6 to each Attack Roll | ||||||||||||
Adhesive Grenade | 6 | 4 | 2 | 3 | +RoF x1 | 1 | 1 | 1 | Shell, Thrown | 1 | + | |
Splash 1. Small. Slow. -2 to all Weapon Modification Spare Time Rolls. Attack sticks to surfaces and characters. Apply Damage and select Strong Hit Options at the start of your next Turn | ||||||||||||
Mortar | -4 | 6 | 4 | 8 | 10 | +RoF x1 | 1 | 1 | 4 | Shell | 2 | + |
Slow. Set Up 2. Pull Down 2. Indirect (Above). Arc of Fire 90. Maximum Range = Rng x20 (normally Rng x10). Minimum Range = 8. When fired at a spacecraft use: Hit -1, Shield Dmg 2, Crit 2 and Rng 4 | ||||||||||||
Powerful Psionic | 6 | 4 | 2 | - | - | 1 | Analytical, Gun, Psionic | 4 | + | |||
Natural. Only Psionic Variations. No Modifications Strong Hit: Gather Power (Hit, Once per Turn) This Weapon gains -2 Hit and Strong Hit +1 for the remainder of the Combat (Stacks) Strong Hit: Unleash Power (Does not Req Hit) All other characters within 4 of you take 8 Endurance Damage, and you take 4 Endurance Damage |
Tactical | Hit | End Dmg | Crit | Rng | Clips | Ammo | Load | RoF | Wgt | Weapon Types | Cost | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Targeting Laser | -2 | - | - | 4 | - | ∞ | 1 | 1 | Combat Computer | 14t | + | |
Small. Strong Hit (5-6). Hit +Int. Rng +Foc Strong Hit: Target Lock (Hit) Target is Locked On |
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Tactical Computer | ∞ | +RoF x10 | 2 | 1 | 1 | Combat Computer | 2 | + | ||||
Lock On 2. Hit +Int. Rng +Foc Strong Hit: Target Lock (Hit) Target is Locked On Strong Hit: Weak Spot (Hit, Locked On) Until your next Turn, Boost all Attacks against Target: Endurance Damage +1 Strong Hit: Plot Trajectory (Hit, Locked On) Until your next Turn, Boost all Attacks against Target: Range +1 Strong Hit: Tactical Scan (Hit, Locked On) Until your next Turn, Debuff Target: -1 Cover Step (minimum Light Cover) |
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Turret | -2 | 1 | 1 | 1 | Drone | 0 | + | |||||
Lock On 6. Set Up 2. Pull Down 1. Weight. Defence. Armour. Slots. Bodies. Arc of Fire 180 | ||||||||||||
Crawler | 2 | 2 | 3 | - | ∞ | 2 (+1d6) | 1 | Drone | 1 | + | ||
Lock On 2. Energy. Weight. Defence. Armour. Movement. Slots. Bodies. May be Set Up as a single Thrown Action (Rng = Str). No Variations | ||||||||||||
Swarm Drone | -1 | -1 | 1 | Drone | 2 | + | ||||||
Lock On 4. Weight. Defence. Armour. Movement. Slots. Bodies. May be Set Up as a single Thrown Action (Rng = Str) | ||||||||||||
Combat Drone | 1 | 2 | Drone | 2 | + | |||||||
Lock On 4. Weight. Defence. Armour. Movement. Slots. Bodies | ||||||||||||
Assault Drone | -2 | 2 | 1 | 2 | Drone | 3 / 12t | + | |||||
Lock On 4. Weight. Defence. Armour. Movement. Slots. Bodies. Characters can not move through Assault Drone | ||||||||||||
Assistant | 2 | 1 | Companion | 1 / 8t | + | |||||||
Weight. Defence. Armour. Movement. Slots. Bodies. Controller may make Skill Rolls via this Companion at +0 (Companion can not Attack this Turn, Controller needs to take an Action with Minor Effect: Skill Roll) Strong Hit: Helpful (Does not Req Hit) A single Ally gains Hit +2 on their next Attack (must be taken within 1 Turn) |
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Body Guard | 3 | 1 | 1 | 2 | Companion | 4 / 8t | + | |||||
Weight. Defence. Armour. Movement. Slots. Bodies. Controller may make Skill Rolls via this Companion at +0 (Companion can not Attack this Turn, Controller needs to take an Action with Minor Effect: Skill Roll) | ||||||||||||
Electro Grav Gauntlet | 2 | 3 | 3 | 2 | 3 | +RoF x6 | 2 | 1 | Melee, Impairment | 3 / 14t | + | |
Gauntlet. Electro-gravity. Blunt. Armour vs Slow +1. No Variations Strong Hit: Float Target (Hit) Debuff Target: -1 Cover Step, reduce all Movement by 2 (minimum 0) and Push moves Target 1 additional space until your next Turn |
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Disruptor Rifle | -2 | 5 | 2 | 3 | 3 | +RoF x4 | 1 | 1 | 2 | Disruptor | 3 | + |
Lock On 6. Jam (1-5). Energy. Blunt. +2 Crit Dmg vs Robots Strong Hit: Disrupt (Hit) Debuff Targets Active Non Low Tech/Bio Tech Weapons: Lose Ammunition equal to RoF |
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Hacking Computer | ∞ | +RoF x4 | 1 | 1 | 1 | Combat Computer | 2 | + | ||||
Lock On 2. Strong Hit (5-6). Hit +Foc. Rng +Int. If you have a Programming Toolbox you may perform Programming Skill Rolls on any Computer within 20 spaces of you Strong Hit: Reverse Targeting System (Hit) Target with an Active Weapon with Lock On is Locked On Strong Hit: Immobilise Bot (Hit, only vs Robot) Target is Locked On and may not Move until your next Turn Strong Hit: System Surge (Hit, Locked On) Target with an Active Weapon with Lock On or who is a Robot: takes 1d6 Endurance Damage Strong Hit: In the Zone (Does not Req Hit) All of your non-Low Tech Weapons gain Lock On (+2 End Dmg) for the remainder of the Combat (Stacks) |
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Fire Support Computer | ∞ | +RoF x8 | 2 | 1 | 1 | Combat Computer | 3 | + | ||||
Rng +Int+Foc. Lock On (Strong Hit (5-6)). While this Weapon is Active: all of your other Weapons gain Lock On +4 Strong Hit: Target Lock (Hit) Target is Locked On Strong Hit: Fire Support (Hit, Locked On) Until your next Turn, all allies gain: Lock On (+2 End Dmg) (Does not Stack) Strong Hit: Combat Superiority (Hit, Locked On) Until your next Turn, all allies gain: Lock On +2 (+2 Rng) (Does not Stack) |
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Cunning Psionic | 1 | 4 | 3 | 4 | - | - | 1 | Analytical, Gun, Impairment, Psionic | 4 | + | ||
Natural. Only Psionic Variations. No Modifications. Hit +Int for the Impair Action not +Str +Ref Strong Hit: Cloud Mind (Does not Req Hit, Once per Turn) You Gain Light Cover, and may perform a Free Stealth Action Strong Hit: Nudge Time (Hit) Your next Attack taken within 1 Turn gains +2 RoF (does not increase Ammunition) (Stacks) |
Exotic | Hit | End Dmg | Crit | Rng | Clips | Ammo | Load | RoF | Wgt | Weapon Types | Cost | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Baton | 1 | 4 | 2 | - | - | - | 1 | 1 | 1 | Melee | 0 | + |
Blunt. If you have 4 or more Strength: you deal +1 End Dmg and have -2 Hit | ||||||||||||
Wrist Blade | 3 | 3 | - | - | - | 1 | 1 | Melee | 12t | + | ||
Small. Gauntlet. If you have 4 or more Strength: +1 End Dmg Strong Hit: Stealth Strike (Hit) Attack does not break Stealth |
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Thrown Weapon (Melee) | -2 | 3 | 3 | - | - | - | 1 | 2 (+1d6) | 1 | Melee, Thrown | 12t | + |
Small. -2 to all Weapon Modification Spare Time Rolls. If you have 4 or more Strength: +1 End Dmg. Optional Weapon Type: Thrown (Rng 1, Clips 3, Ammo 6. Rof 1) Strong Hit: Stealth Strike (Hit) Attack does not break Stealth |
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Thrown Weapon (Thrown) | -2 | 3 | 3 | 1 | 3 | +RoF x6 | 1 | 1 | 1 | Melee, Thrown | 12t | + |
Small. -2 to all Weapon Modification Spare Time Rolls. If you have 4 or more Strength: +1 End Dmg. May be used as Weapon Type: Melee Strong Hit: Stealth Strike (Hit) Attack does not break Stealth |
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Balanced Weapon | 4 | 4 | - | - | - | 1 | 1 | 2 | Melee | 1 | + | |
If you have 5 or more Strength: +2 End Dmg and -2 Hit. Only ever requires 1 Hand (unless you have the Dual Wield Modification) | ||||||||||||
Large Weapon | -2 | 6 | 5 | - | - | - | 2 | 1 | 5 | Melee | 2 | + |
Slow. If you have 5 or more Strength: +2 End Dmg and -1 Hit Strong Hit: Massive Bash (Hit, Target has less Strength than you) Target is knocked Prone and Pushed 1 |
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Combat Bow | -2 | 3 | 3 | 3 | 10 | +RoF x1 | 1 | 1 | 3 | Shell | 1 / 14t | + |
Slow. Analyse Action Grants +2 Damage and Range (Max +2). Maximum Range = Rng x5 (normally Rng x10) | ||||||||||||
Combat Flesh | -1 | 1 | Drone | 1 | + | |||||||
Bio Tech. Weight. Defence. Armour. Movement. Slots. Bodies | ||||||||||||
Legion Hound | 2 | 4 | 3 | - | - | - | - | 1 | 2 | Companion, Melee | 1 / 10t | + |
Weight. Defence. Armour. Movement. Slots. Bodies. No Variations or Modifications | ||||||||||||
Infestor Whip | 2 | 4 | 3 | 1 | - | - | 1 | 1 | 1 | Melee, Impairment | 2 / 14t | + |
Bio Tech. Strong Hit (5-6). No Variations. If you have 4 or more Strength: +1 End Dmg. Max range 5 | ||||||||||||
Field Prototype | 1 | 3 | 3 | 3 | 2 | 1 | 2 | Gun, Prototype | 14t | + | ||
Beta Prototype | -1 | 3 | 4 | 3 | 2 | 2 (+1d6) | 3 | Gun, Prototype | 3 | + | ||
Lab Prototype | -2 | 5 | 5 | 4 | 2 | 1 | 4 | Gun, Prototype | 5 | + | ||
Splash 1. Slow. Set Up 1 | ||||||||||||
Nephilim Beast | 5 | 4 | - | - | - | - | 1 | 2 | Companion, Melee | 2 / 12t | + | |
Bio Tech. Weight. Defence. Armour. Movement. Slots. Bodies. You may spend 1 Fate Point to rebuild this destroyed Companion outside of combat without Downtime | ||||||||||||
Metal Chair | 1 | 4 | 2 | - | - | - | 1 | 1 | 3 | Melee | 0 | + |
Blunt. If you have 5 or more Strength: +1 End Dmg | ||||||||||||
Plasma Torch (Mechanical Toolbox) | -4 | 2 | 4 | - | - | - | 2 | 1 | 2 | Melee | 0 | + |
Strong Hit: Melt Armour (Hit) Reduce Targets Armour by 1 (minimum 2) |
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Sedative (Medicine Toolbox) | -2 | 6 | - | 1 | +RoF x4 | 1 | 1 | Melee | 0 | + | ||
Blunt | ||||||||||||
Exposed Wires | -2 | 5 | 4 | - | - | - | 1 | 1 | 1 | Melee | 0 | + |
Strong Hit: System Shock (Hit) Target is Supressed |
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Combat Knife | 3 | 3 | - | - | - | 1 | 2 (+1d6) | 1 | Melee | 8t | + | |
Small. If you have 4 or more Strength: +2 End Dmg. Attacks from this Weapon don't break Stealth | ||||||||||||
Precise Trap | 2 | 8 | 4 | 1 | +RoF x1 | 1 | 2 | Melee OR Shell OR Chemical | 14t | + | ||
Set Up 2. 1 Use: No Shape Variations. Make a Skill Roll (eg: Mechanics or Survival) of 12 to define trigger | ||||||||||||
Large Trap | -1 | 6 | 4 | 2 | +RoF x1 | 2 | 1 | 4 | Melee OR Shell OR Chemical | 14t | + | |
Splash 6. Set Up 12. 1 Use: No Shape Variations. Make a Skill Roll (eg: Mechanics or Survival) of 12 to define trigger. Roll Attack Roll vs each individual character within Splash Area. Each Attack counts as a Direct Attack (not Attack the Ground) | ||||||||||||
Wild Psionic | -2 | 1d6 | 1d6-1 | 1 | - | - | 1 | Gun, Impairment, Psionic | 4 | + | ||
Natural. Strong Hit (5-6). Only Psionic Variations. No Modifications. Hit +Int for the Impair Action not +Str +Ref Strong Hit: Overload Mind (Hit) Target takes 1d6 Endurance Damage, and all of your Weapons gain +1 End Dmg for the remainder of the Combat (Stacks) Strong Hit: Alter Time (Does not Hit) You take 1d6 Endurance Damage and this Weapon gains +1 RoF for the remainder of the Combat (Stacks) |
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Arc Fire Bow | -2 | 4 | 4 | 4 | - | - | 2 | 1 | 3 | Gun | 3 / 18t | + |
Slow. Energy. Burn. Jam (1-3). Stealth -2. Analyse Action Grants +2 End Dmhg and Range (Max +2). Maximum Range = Rng x2 (normally Rng x10). No Gun Variations (counts as Arc Fire) |
Variations | Hit | End Dmg | Crit | Rng | Clips | Ammo | Load | RoF | Wgt | Weapon Types | Cost | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Burst Spores (Splash) | -2 | +1 | Chemical | 1 / 10t | + | |||||||
Bio Tech. Splash 1 | ||||||||||||
Burst Spores (End) | -2 | +1 | +1 | Chemical | 1 / 10t | + | ||||||
Bio Tech | ||||||||||||
Gauss | +1 (+1d6) | 1 | + | |||||||||
Jam (1-3) | ||||||||||||
Ion | +2 | + | ||||||||||
Energy | ||||||||||||
Irradiated | -2 | +1 | +1 | 1 / 14t | + | |||||||
Low Tech. Take 5 Endurance Damage every Action you spend Reloading or Un-Jamming this Weapon. May not be taken by characters without Endurance | ||||||||||||
Particle | -1 | ∞ | -RoF x-1 | -1 | + | |||||||
Jam (1-5). Energy. Does not Work in Void | ||||||||||||
Rail | +1 | +1 | -RoF x-1 | +1 | 1 / 14t | + | ||||||
Lock On 2. Jam (1-5) | ||||||||||||
Self Propelled | +1 | + | ||||||||||
Low Tech. Works in Liquid | ||||||||||||
Spine Launcher | +1 | -1 | -RoF x-1 | -1 | +2 (+2d6) | 1 | + | |||||
Bio Tech | ||||||||||||
Self Guided | -2 | -1 | 14t | + | ||||||||
Lock On 2. Slow. Lock On (Indirect Fire (Front, Side)) | ||||||||||||
Plasma | +2 | -1 | -RoF x-1 | 2 | + | |||||||
Burn. Energy. Jam (1-3). Strong Hit +1 (when not used by Drones, Companions or Henchmen). Maximum of one Attack per Turn | ||||||||||||
Laser | +1 | +1 | +1 | 1 | + | |||||||
Energy. May fire through transparent objects (eg: glass). Limited Vision that is not Low Light (eg: dust or smoke) grants your Targets +2 Cover Steps | ||||||||||||
Metal Slug | -2 | -1 | -1 | +RoF x1 | -1 | + | ||||||
Low Tech. Jam (1-3) |
Variations | Hit | End Dmg | Crit | Rng | Clips | Ammo | Load | RoF | Wgt | Weapon Types | Cost | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Dispersion | -1 | -1 | Chemical | + | ||||||||
Splash 1. Low Tech | ||||||||||||
Dummy | -3 | -3 | -1 | + | ||||||||
Low Tech. Blunt Strong Hit: Fake Shock (Hit) Target is Surpressed |
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Electro Gravity | -2 | -2 | -1 | 14t | + | |||||||
Electro Gravity. Blunt Strong Hit: Float Targets (Hit) Debuff All Targets: -1 Cover Step, reduce all Movement by 2 (minimum 0) and Push moves Targets 1 additional space until your next Turn |
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Kinetic | +2 | + | ||||||||||
Low Tech | ||||||||||||
Shrapnel | +2 | -1 | + | |||||||||
Splash 1. Low Tech | ||||||||||||
Smoke | - | - | +1 | +1 | -1 | + | ||||||
Splash 1. Low Tech. Creates an Area of Limited Vision (Light Cover (+2)) for 3 minutes. Does not Work in Void | ||||||||||||
Snare | +2 | -2 | -2 | +1 | Impairment | + | ||||||
Low Tech. Never add Str to your Hit. Any Escape vs Grab is done vs Defence 12+Crit Dmg. You never count as Grabbing Target | ||||||||||||
Self Guided | +1 | -1 | 1 / 14t | + | ||||||||
Lock On 2. Slow. Lock On (Indirect Fire (Front, Side)) | ||||||||||||
Plasma | +2 | +1 | -1 | 2 | + | |||||||
Splash -1. Burn. Energy | ||||||||||||
Antimatter | +2 | -1 | -1 | 2 | + | |||||||
Player characters require Secret Knowledge: Antimatter to use this Variation Strong Hit: Annihilate Matter (Damage, Hit, Once per RoF) Target takes 1 Attribute Damage (no Armour) to 2 random (2d6) Attributes |
Variations | Hit | End Dmg | Crit | Rng | Clips | Ammo | Load | RoF | Wgt | Weapon Types | Cost | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Antimonic Acid | -2 | +1 | 1 | + | ||||||||
Burn | ||||||||||||
Cryo Gel | +1 | 10t | + | |||||||||
Bio Tech Strong Hit: Freeze (Hit) Debuff Target: Reduce all Movement by 1 (minimum 0) until they receive a First Aid Healing Roll |
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Napalm | +1 | + | ||||||||||
Burn. Does not Work in Void | ||||||||||||
Neurotoxin | +1 | -1 | 1 / 14t | + | ||||||||
Bio Tech. Critical Hit Attribute Damage Location 1d3+3 (normally 1d6) Strong Hit: Neurotoxin (Hit, 1 use per RoF) Non Robot Target takes 1 Attribute Damage (no Armour) to a random (1d3+3) Attribute |
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Synthetic Poison | -2 | + | ||||||||||
Bio Tech. +2 Damage vs Targets at 0 Endurance. Does not Work in Void Strong Hit: Synthetic Poison (Hit) Non Robot Target takes 3 Endurance Damage at the Start of the Turn until they receive Paramedics or Extended Care (Synthetic Poison Effect can Stack up to 4 times) |
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Death Spores | + | |||||||||||
Bio Tech. Once per Action: If a character dies to this Weapon: this Weapon gains Splash +1 for that Attack | ||||||||||||
Vile Cloud | 1d6-3 | 12t | + | |||||||||
Bio Tech. If damaged characters do not end their Turn at least 2 spaces away from their current Location they take 5 End Dmg (does not Stack) | ||||||||||||
Infectious | + | |||||||||||
Bio Tech Strong Hit: Infect (Hit) Until your target receives First Aid: all characters that end their Action adjacent to them take 4 End Dmg (does not Stack) |
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Bloated Toxin Sacs | +2 | -1 | 1 | + | ||||||||
Bio Tech. Slow. Splash 1. -1 Crit Dmg vs Robots | ||||||||||||
Zhou Contagion | -2 | -RoF x-1 | 4 | + | ||||||||
Bio Tech. Burn. Gain a single free Strong Hit with each Attack Roll. +2 End Dmg vs Zhou. -1 Crit Dmg vs Zhou. If you are a Zhou: this Weapon may gain the Natural Keyword and -2 Hit Strong Hit: Spread (Hit, Not Splash Damage) Make a free Attack Roll (costs no Ammo, at Range 0) against all adjacent characters to your Target |
Variations | Hit | End Dmg | Crit | Rng | Clips | Ammo | Load | RoF | Wgt | Weapon Types | Cost | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Body Mounted | -1 | +1 | 1 | + | ||||||||
Gauntlet. -2 Draw time. Immune to Strong Hit: Disarm | ||||||||||||
Mounted Weapon (Mount) | -1 | +1 | + | |||||||||
Attached Weapon drawn at same time as this weapon. Base Weapon must be Weight 2 or more | ||||||||||||
Mounted Weapon (Mounted) | -1 | -1 | -1 | -1 | +1 | - | -1 | + | ||||
Drawn with Attached Weapon (0 Hands for this Weapon). Weight 0-3 Weapons only. Not Thrown Weapons without Launcher Modification Strong Hit: Combo Strike (Hit) Make a free Attack with Main Weapon at the same Target with Hit -2 |
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Tiny | -1 | -1 | -2 | -1 | -1 | -1 | -1 | + | ||||
If Weight is under 2 it is 'Small'. +4 to hide Weapon | ||||||||||||
Mounted | -2 | 1 | + | |||||||||
+3 Rng and -2 Weight when you are riding a Mount. 0 Equipment Slots if stored on a Mount. If this Weapon has Set Up X: you may move with it while riding a Mount but it has -X Hit |
Variations | Hit | End Dmg | Crit | Rng | Clips | Ammo | Load | RoF | Wgt | Weapon Types | Cost | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Anti Grav | -2 | 14t | + | |||||||||
Armour. May be Robot. Drone may Fly (may only Hover with a passenger if it has 4 or more Slots) | ||||||||||||
Armoured | -1 | +1 | 1 | + | ||||||||
Weight. Defence. Armour. Movement. May be Robot. Grants Heavy Cover (+4) to any adjacent characters behind it | ||||||||||||
Holographic | -2 | -2 | -2 | +2 | -1 | + | ||||||
Energy. Holographic. Armour. Robot. May be Set Up as a Prep Action (Rng = Int). Requires 0 extra Equipment Slots to carry Strong Hit: Distraction (Attack, Hit) Debuff Target: Strong Hit -1 on their next Attack if they do not Attack you or include you within a Splash area |
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Horror | +1 | -1 | 1 | + | ||||||||
Bio Tech. Defence. Lose Robot | ||||||||||||
Security System | -4 | +2 | +2 | -1 | 14t | + | ||||||
Lock On 8. Set Up 20. Pull Down 20. Cost Influence not Resources | ||||||||||||
Synth Steel | +1 | 14t | + | |||||||||
Armour. Robot. You may spend 1 Fate Point to rebuild all of this Drones destroyed bodies outside of combat without a Workbench or Downtime. May be Set Up as a Thrown Action (Rng = Str 1). Requires 0 extra Equipment Slots to carry | ||||||||||||
Utility | -2 | -1 | + | |||||||||
Slots. May be Robot. Counts as a Toolkit for all your Trained Professional Skills. Equipped with all Toolboxes that its Controller has. Controller may make Skill Rolls via this Drone (Drone cannot Attack this Turn, Controller needs to take an Action with Minor Effect: Skill Roll | ||||||||||||
Echo | +1 | ∞ | Psionic | 1 | + | |||||||
Armour. Slots. May be Set Up as an Analyse Action (Rng = Int -1). Requires 0 extra Equipment Slots to carry | ||||||||||||
Mech | + | |||||||||||
Lock On 2. Robot | ||||||||||||
Piece Of Your Faren | -1 | +2 | 2 | + | ||||||||
Energy. Burn. Weight. Defence. Twi-Far Only. May be Set Up as a Prep Action (Rng = Foc). Requires 0 extra Equipment Slots to carry. You may spend 1 Fate Point to rebuild all of this Drones destroyed bodies outside of combat without a Workbench or Downtime |
Variations | Hit | End Dmg | Crit | Rng | Clips | Ammo | Load | RoF | Wgt | Weapon Types | Cost | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Arc Fire | +1 | 1 | + | |||||||||
Energy. Burn. Stealth -2. Pen 2 min 3 | ||||||||||||
Claw | -1 | +1 | + | |||||||||
Composite | +1 | + | ||||||||||
Hammer | +1 | -1 | + | |||||||||
Blunt. Deal +2 Endurance Damage vs Targets with Armour 4 or greater | ||||||||||||
Injector | -2 | +1 | -1 | Chemical | + | |||||||
Slow. Gain Strong Hit +1 if you are behind your Target. Chemical Variations that do not work in the Void can work in the Void | ||||||||||||
Nano Bone | -1 | -1 | 14t | + | ||||||||
Bio Tech. Lose Blunt. Pen 1 min 3 | ||||||||||||
Shock Stick | +2 | -2 | +10 | +RoF x3 | Disruptor | 1 | + | |||||
Energy. Blunt. +2 Crit Dmg vs Robots Strong Hit: Disrupt (Hit) Debuff Targets Active Non Low Tech/Bio Tech Weapons: Lose Ammunition equal to RoF |
Variations | Hit | End Dmg | Crit | Rng | Clips | Ammo | Load | RoF | Wgt | Weapon Types | Cost | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Body Mounted | -2 | -1 | 1 | + | ||||||||
Gauntlet. Immune to Strong Hit: Disarm | ||||||||||||
Bayonet (Mount) | -1 | +1 | + | |||||||||
Must be Weight 2 or more to have Attachment | ||||||||||||
Bayonet (Mounted) | -2 | -1 | -1 | - | -1 | + | ||||||
Choose a Weapon of Weight 2 or more for this Weapon to be Attached to. Drawn with Attached Weapon (0 Hands for this Weapon). Weight 0-3 Weapons only. Not Thrown Weapon | ||||||||||||
Long | +2 | +1 | + | |||||||||
Max range 2. +2 Hit with Overwatch |
Variations | Hit | End Dmg | Crit | Rng | Clips | Ammo | Load | RoF | Wgt | Weapon Types | Cost | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Arc Beam | -2 | +1 (+1d6) | 1 | + | ||||||||
Energy. Set Up 1. Requires: Secret Knowledge (Electronics: Fusion). If you perform a Spread Fire with this Weapon: add +2d6 to each Attack Roll | ||||||||||||
Archon Gene Shredder | -1 | +2 | -2 | -1 | -1 | +1 | 3 | + | ||||
Burn. Requires: Secret Knowledge (Medicine: Archon Weaponry). Deals no Damage to Robots. Pen 4 min 1 | ||||||||||||
Grav Render | +1 | -1 | -RoF x-1 | + | ||||||||
Electro Gravity. Set Up 1. Requires: Secret Knowledge (Programming: Electro-Gravity). All Successful Attack Rolls Push all Targets 1 or 2 spaces | ||||||||||||
Nephilim Borer Beetle | -1 | +1 | 1 | + | ||||||||
Bio Tech. Slow. Requires: Secret Knowledge (Bio Tech: Xion Weaponry) Strong Hit: Bore (Hit) Target takes 1 Attribute Damage (no Armour) at the start of your Turn until they receive First Aid |
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Orbital Bombardment Array | -16 | +3 | +4 | +4 | -RoF x-1 | +2 | -1 | + | ||||
Lock On 10. Splash 3. Slow. Set Up 2. Requires: Secret Knowledge (Planetoids: Atmosphere). Limited inside use. Attack Dmg delayed by 1d6 Turns | ||||||||||||
Psi Reaper | -1 | +1 | -RoF x-1 | +2 (+2d6) | -1 | Psionic | 2 | + | ||||
Requires: Secret Knowledge (Psychology: Psionics). All Successful Attack Rolls Debuff Target: Strong Hit -1 on next Attack (within 1 Turn) | ||||||||||||
Trash Launcher | +2 | +1 | -1 | -1 | +4 | +2 | -1 | + | ||||
Slow. Requires: Secret Knowledge (Mechanics: Loading Systems). You may loot Clips from any Weapon and use them with this Weapon | ||||||||||||
Void Cannon | -2 | +1 | Disruptor | 1 | + | |||||||
Slow. Splash 2. Requires: Secret Knowledge (Astronomy: Ley Lines). +1 Crit Dmg vs (Robots, Psionics or Targets with the Shield Keyword) Strong Hit: Disrupt (Hit) Debuff Targets Active Non Low Tech/Bio Tech Weapons: Lose Ammunition equal to RoF |
Variations | Hit | End Dmg | Crit | Rng | Clips | Ammo | Load | RoF | Wgt | Weapon Types | Cost | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Backpacker Feeder | -2 | +2 | -1 | +6 | +RoF x3 | -1 | +2 (+2d6) | +2 | 16t | + | ||
Jam (1-5). Set Up 1. +1 Full Draw Time | ||||||||||||
Balanced Magazine | +1 | +1 | +2 | +RoF x4 | 10t | + | ||||||
Large Manual Feed | -2 | +1 | +1 | -2 | +6 | +RoF x1 | +1 | Gun OR Shell | 14t | + | ||
Slow | ||||||||||||
Small Rounds | -2 | +4 | +RoF x4 | 12t | + |
Variations | Hit | End Dmg | Crit | Rng | Clips | Ammo | Load | RoF | Wgt | Weapon Types | Cost | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Refined | +1 | + | ||||||||||
Spectral Zoom | -1 | +1 | + | |||||||||
Orbital Targeter | -2 | +1 | 14t | + | ||||||||
If you have an allied spacecraft in orbit or a Robotic Drone above your Target this Weapon may gain: Indirect (Above) and +4 Rng | ||||||||||||
Multi Targeter | -1 | +1 (+1d6) | 1 | + | ||||||||
Macro Drone Sync | -2 | +1 | 1 | + | ||||||||
Strong Hit: Drone Sync (Hit, Locked On) Until the end of the Combat, all of your Drones gain +1 Hit and End Dmg (Stacks) Strong Hit: Drone Coordination (Hit, Once per Turn) All of your Drones may immediately make a free Move |
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Micro Drone Sync | -1 | +1 | +1 | 2 | + | |||||||
Strong Hit: Micromanage Drone (Hit) One of your Drones that has not performed an Action this Turn gains 'Hit +Per' and 'Rng +Foc' for all non-Melee Attacks until the start of your next Turn (does not Stack) |
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Spacecraft Sync | -2 | +2 | +2 | 2 | + | |||||||
Strong Hit: Call It In (Combat Computer, Once per Combat) If you have access to Fighters or a nearby Battery: Mark the ground under your Target, in 1d6 Turns: all characters not in Entrenched Cover, and within 3 spaces of the marked ground will take 10 Endurance Damage, and 4 Attribute Damage (-Armour) to two random (2d6) Attributes) Strong Hit: Retarget (Combat Computer, Hit, Locked On) Shift your Call It In marked ground: to under your current Target and Increase the Turns until damage is applied by 1 |
Variations | Hit | End Dmg | Crit | Rng | Clips | Ammo | Load | RoF | Wgt | Weapon Types | Cost | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Well Made | 12t | + | ||||||||||
Jam -1 | ||||||||||||
Advanced | + | |||||||||||
Lock On 1 | ||||||||||||
Buster | -1 | -1 | -1 | 2 | + | |||||||
Strong Hit (5-6) | ||||||||||||
Ripple | 14t | + | ||||||||||
+2 Endurance Damage vs Targets that have 4+ Armour | ||||||||||||
Mass Charge | 2d6 | +1 | -2 | +1 | 2 | + | ||||||
Slow | ||||||||||||
Riot Control | -1 | -2 | 1 | + | ||||||||
Splash 1 Strong Hit: Concussive Bolt (Does not Req Hit) All non-Nemesis Targets within Splash area are Suppressed or pushed back 3 (their choice) |
Variations | Hit | End Dmg | Crit | Rng | Clips | Ammo | Load | RoF | Wgt | Weapon Types | Cost | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Flow | +1 | + | ||||||||||
Ethereal | -2 | -1 | +1 | 1 | + | |||||||
Targets gain no benefits to their Defence from Cover vs this Weapon (but they still gain all other benefits such as Immunity to Critical Hits) | ||||||||||||
Mind To Mind | -2 | +1 | 1 | + | ||||||||
Targets gain no benefits to their Defence from their Reflexes vs this Weapon. -2 Crit Dmg vs Robots | ||||||||||||
Storm | -1d6 | +1 | 1 | + | ||||||||
Splash 1 |
Modifications | Hit | End Dmg | Crit | Rng | Clips | Ammo | Load | RoF | Wgt | Weapon Types | Cost | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Advanced Ammo | +1 | +1 | 1 | + | ||||||||
May be taken by Melee Weapons that can be Thrown | ||||||||||||
Advanced Modification (Bio Tech) | 1 | + | ||||||||||
Bio Tech | ||||||||||||
Advanced Modification (Blunt) | 1 | + | ||||||||||
Blunt | ||||||||||||
Advanced Modification (Burn) | 1 | + | ||||||||||
Burn | ||||||||||||
Advanced Modification (Energy) | 1 | + | ||||||||||
Energy | ||||||||||||
Advanced Modification (Low Tech) | 1 | + | ||||||||||
Low Tech | ||||||||||||
Advanced Modification (Psionic) | Psionic | 1 | + | |||||||||
Archon Round | +1 | 18t | + | |||||||||
Optional (1 Use: For a single RoF 1 Attack, Strong Hit +1, Pen 1 min 4) | ||||||||||||
Archon Tech | -1 | +1 | -1 | 5 | + | |||||||
Archon Tech. Lose Low Tech. Strong Hit (5-6). Requires Secret Knowledge to build if not found | ||||||||||||
Dual Wield | -2 | +2 | -1 | +1 | +1 (+1d6) | +1 | 1 | + | ||||
Optional: (Dual Wield, Hit -2, End +2, Clips -1, Load 1, RoF +1 (+1d6)). 1 Handed Weapons only (usually Weight 1). If Gauntlet: takes 2 Gauntlet Slots. Not Thrown | ||||||||||||
Extended Barrel | -2 | +1 | 10t | + | ||||||||
Extended Clip | -2 | -1 | +RoF x1 | 12t | + | |||||||
not Thrown Weapons | ||||||||||||
Flash Light Attachment | -1 | 8t | + | |||||||||
Optional: (Create Light: Reduce Low Light Cover penalties by 2 Steps in Splash 3 of your Target and against you) | ||||||||||||
Laser Sight | +1 | 14t | + | |||||||||
Launcher | -1 | +2 | +2 | +1 | 1 | + | ||||||
Thrown Only. May use Snap Shot or Sighted Shot (Can not use Throw Action). May have a single Gun Size Variation | ||||||||||||
Low Quality | -2 | -1 | -1 | + | ||||||||
Requires a Spare Time Roll of 8t to remove this modification. Requires a Wealth Spare Time Roll 6t to regain Resources if you sell or trade this Weapon | ||||||||||||
Modular | -1 | 1 | + | |||||||||
May Change Weapon Variations (paying any additional Cost) once per session during Downtime and don't lose spent Spare Time Points. +2 to all Weapon Modification Spare Time Rolls | ||||||||||||
One Spare Clip | 14t | + | ||||||||||
Optional (+1 Clips, For one session only) | ||||||||||||
Personalised | +1 | 12t | + | |||||||||
Hit -4 when used by others | ||||||||||||
Retractable | -1 | -1 | 16t | + | ||||||||
Jam (1-5). +2 to hide Weapon. Two less Equipment Slots (minimum 1) | ||||||||||||
Shortened Clip | +2 | +1 | -RoF x-1 | + | ||||||||
Spare Clip | +1 | 1 | + | |||||||||
May acquire multiple times. +1 Slot for every 2 Spare Clips | ||||||||||||
Suppressor System | 14t | + | ||||||||||
Optional (-2 Range, Attacks from this Weapon (Crit 4 or less and RoF 1) do not break Stealth) Strong Hit: Suppressed Shot (Attack, Does not Req Hit) This Attack cannot be seen by any character |
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Tactical Sight | 12t | + | ||||||||||
Analyse Action grants this Weapon +Int Hit Boost along with other benefits | ||||||||||||
Targeting Matrix | 14t | + | ||||||||||
Lose Low Tech. Lock On 2 | ||||||||||||
Telescopic Lens | 14t | + | ||||||||||
Not Thrown. Your Mind gains +4 Range while this Weapon is Drawn | ||||||||||||
Temporary Advanced Ammo | 14t | + | ||||||||||
Optional (+1 Hit, +1 Rng, For one session only) | ||||||||||||
Tripod | +1 | 10t | + | |||||||||
Not Thrown. Optional: (Set Up 2, Pull Down 1, Arc of Fire 45, Half Range Penalties while Prone with Sighted Shot Action) | ||||||||||||
Xion Round | 18t | + | ||||||||||
Optional: (1 Use: Bio Tech, Slow, -4 Hit, +4 End, +1 Crit, For a single RoF 1 Attack: Splash +2) | ||||||||||||
Xion Tech | -2 | +2 | +2 | -1 | -1 | +1 | 5 | + | ||||
Bio Tech. Xion Tech. Slow. Can only cause a Strong Hit: Critical Hit on a Target with 0 Endurance. Requires Secret Knowledge to build if not found | ||||||||||||
Energy Regulator | -1 | -1 | 18t | + | ||||||||
Not Thrown Strong Hit: Regulate Energy (Energy, Does not Req Hit) This Attack uses 2 less Ammunition to a minimum of 1 (must have the required Ammunition to make this Attack) |
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Gyro-Mount Harness | +1 | -2 | 1 | + | ||||||||
Min Weight 2. +3 Slots | ||||||||||||
Master Crafted | +1 | +2 | +1 | 22t | + | |||||||
Cost +1 Resource for NPCs (and should rarely be taken on a Weapon that does not have the Keyword: Natural | ||||||||||||
Overcharged Chamber | -1 | 10t | + | |||||||||
Analyse Action boosts your next attack with this Weapon: +2 End Dmg. May only be applied to a Weapon with the Energy Keyword or Psionic Weapon Type | ||||||||||||
Oversized | -2 | +2 | +2 | 12t | + | |||||||
Lose Small. -1 Defence while Equipped or Active |
Modifications | Hit | End Dmg | Crit | Rng | Clips | Ammo | Load | RoF | Wgt | Weapon Types | Cost | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Advanced Modification (Bio Tech) | 1 | + | ||||||||||
Bio Tech | ||||||||||||
Advanced Modification (Blunt) | 1 | + | ||||||||||
Blunt | ||||||||||||
Advanced Modification (Burn) | 1 | + | ||||||||||
Burn | ||||||||||||
Advanced Modification (Energy) | 1 | + | ||||||||||
Energy | ||||||||||||
Advanced Modification (Low Tech) | 1 | + | ||||||||||
Low Tech | ||||||||||||
Advanced Modification (Psionic) | Psionic | 1 | + | |||||||||
Aerodynamic Balance | -1 | Thrown | 16t | + | ||||||||
Optional Weapon Type: Thrown (RoF 1, Ammo 1, +1 Ammo if you have the Dual Wield Modification) | ||||||||||||
Archon Tech | +2 | -1 | 5 | + | ||||||||
Archon Tech. Strong Hit (5-6). Requires Secret Knowledge to build if not found | ||||||||||||
Dedicated Maintenance | +2 | 14t | + | |||||||||
For one session only | ||||||||||||
Dual Wield | -2 | +1 | +1 | +1 (+1d6) | +1 | 1 | + | |||||
Optional: (Dual Wield, -2 Hit, +1 End, +1 Load, +1 RoF). 1 Handed Weapons only (usually Weight 1) | ||||||||||||
Guards | +1 | 10t | + | |||||||||
Defence vs Impair +2 | ||||||||||||
Low Quality | -2 | +1 | -1 | + | ||||||||
Requires a Spare Time Roll of 8t to remove. Requires a Wealth Spare Time Roll 6t to regain Resources if you sell or trade this Weapon | ||||||||||||
Master Crafted | +1 | 22t | + | |||||||||
Costs +2 Resources for NPCs (and should rarely be taken on a Weapon that does not have the Keyword: Natural) | ||||||||||||
Retractable | -1 | 1 | + | |||||||||
+2 to hide Weapon. Disruptor Strong Hits Jam this Weapon. Two less Equipment Slots (minimum 1) | ||||||||||||
Targeting Matrix | 14t | + | ||||||||||
Lock On 2. Lose Low Tech | ||||||||||||
Xion Tech | -2 | +2 | +2 | +1 | 5 | + | ||||||
Xion Tech. Slow. Bio Tech. Can only cause a Strong Hit: Critical Hit on a Target with 0 Endurance. Requires Secret Knowledge to build if not found | ||||||||||||
Grav Boomerang | -1 | Thrown | 1 | + | ||||||||
Gauntlet. Slow. Can be thrown Once per Turn, at -1 Hit, 1 Range. Max Range = Rng x2 (normally Rng x10) Strong Hit: On the Way Back (Attack, Thrown, Does not Hit) Make a Free Attack against the Target (at Range 0), Indirect (Rear) |
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Oversized | -2 | +2 | +1 | 12t | + | |||||||
Lose Small. -1 Defence while Equipped or Active |
Modifications | Hit | End Dmg | Crit | Rng | Clips | Ammo | Load | RoF | Wgt | Weapon Types | Cost | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Defence System | -2 | 1 | + | |||||||||
Defence. Your single Utility Item may be carried by this Drone/Companion (takes up 0 Slots, Cost must be paid) | ||||||||||||
Enhanced Mobility | 1 | + | ||||||||||
Defence. Movement | ||||||||||||
Fine Tune | +2 | 14t | + | |||||||||
This Modification is lost if Drone/Companion dies | ||||||||||||
Low Quality | -1 | -1 | -1 | -1 | + | |||||||
Requires a Spare Time Roll of 8t to Remove. Requires a Wealth Spare Time Roll 6t to regain Resources if you sell or trade this Drone/Companion | ||||||||||||
Multiply | +1 | +1 (+1d6) | 2 | + | ||||||||
Bodies. -1 End Dmg and RoF per destroyed or non Attacking Body. Weight is multiplied by Bodies. May purchase multiple times | ||||||||||||
Multispectral Sensors | 2 | + | ||||||||||
Defence. Reduce ALL of YOUR Target's Limited Vision and Low Light Cover by 1 Step. YOUR Defence vs Stealth +1 |