E-Scale Weapons

WUP Requisition Pool

Whenever you buy a WUP, it goes into a single pool that you spend at the start of a battle on whichever weapons and upgrades you prefer. These weapons are 'on loan' and do not persist over battles; at the start of every battle your WUP are refreshed and can be spent on other weapons or if you prefer the same ones as last time.

WUP converted into BUP for Natural Weapons is not included in the WUP Pool.

N2 Strikes

N2 Strikes follow the following rules:

Firstly, the character using an N2 Strike designates a location. The N2 Strike detonates there at the start of their next turn.

When deployed to a location, an N2 Strike deals 30 energy damage to non-AT Fielded entities within the location square and to all squares adjacent. This damage ignores AP and TB, and any Independent Characters take damage to every body part. Hordes instead take one Toughness test per Squad remaining. For every failed test, they take 20 magnitude damage. If the Horde possesses an AT Field, then they add half their current Deflection Rating to the test.

Independent Characters with AT Fields (i.e. Evas, Dysangelions, Angels) instead take 3d10 energy damage to every body location. This damage ignores AP and TB, but is reduced by 1 point per 20% of Deflection. For the purposes of directional deflection (i.e. Barrier Field), most N2 Strikes are delivered from the sky. Angels are especially resilient to N2 Strikes, and after being struck by an N2 Strike, will halve any future damage taken by N2 Strikes. This effect is cumulative.

N2 Strikes also deal damage to everything within 2 squares of the target square. This deals 3d10 energy damage to non-AT Fielded entities within the location square and to all squares adjacent. This damage ignores AP and TB, and any Independent Characters take damage to every body part. Hordes instead take one Toughness test per Squad remaining with a +30 bonus. For every failed test, they take 20 magnitude damage. If the Horde possesses an AT Field, then they add half their current Deflection Rating to the test.

Independent Characters with AT Fields (i.e. Evas, Dysangelions, Angels) caught in the 2km range band take 2d10 damage to every body location. This damage ignores AP and TB, but is reduced by 1 point per 10% of Deflection. For the purposes of directional deflection (i.e. Barrier Field), most N2 Strikes are delivered from the sky. Angels are especially resilient to N2 Strikes, and after being struck by an N2 Strike, will halve any future damage taken by N2 Strikes. This effect is cumulative.

Ranged Weapons

General Ranged Weapons

GENERAL RANGED WEAPONS
Name Class Range RoF Dam. Pen. Clip Rld. Special WUP
Pistols
Eva Pistol Mk2 Pistol 30dm S/2/- 1d10+3 3 10 Full Custom Ammo 0 RP
Basic Weapons
Concussive Shotgun Basic 30dm S/3/- 1d10+4I 1 12 Full Custom Ammo; Concussive, Scatter 2 WUP
Eva Combat Carbine Basic 80dm S/3/6 1d10+3 3 24 Full Carbine, Custom Ammo; Burst, Reliable 2 WUP
Precision Rail Rifle Basic 250dm S/-/- 1d10+4I 4 8 Full Custom Ammo; Accurate, Reliable 3 WUP
Rail Rifle Mk III Basic 140dm S/4/8 1d10+4I 2 24 Full Custom Ammo; Reliable 3 WUP
Rocket Rifle Basic 150dm S/-/- 1d10+6X 2 6 Full Blast (4), Devastating (4) 4 WUP
Heavy Weapons
Anti-Eva Bazooka Heavy 500m S/-/- 2d10+2X 2 3 2Full Blast (6), Devastating (6), Indirect 5 WUP
Eva Minigun Heavy 70dm -/-/10 1d10+3I 2 100 2Full Custom Ammo; Reliable, Storm, Inaccurate 4 WUP
Heavy Railgun Heavy Longshot S/-/- 3d10+5I 10 6 2Full Custom Ammo; Mounted (20); Longshot, Recharge 8 WUP
General Weapon Special Qualities
Custom Ammo General Weapons may be equipped with custom ammo clips, outlined below. Up to 3 clips total may be taken per 1 WUP, and can pick multiple ammo types. Custom Ammo clips often come with ammo, range or special quality modifiers, outlined in the ammo entry. Custom Ammo clips are unaffected by 'Increase Rage or 'Expanded Capacity' upgrades.
Special Payload Anti-Eva Bazookas may be equipped with custom warheads, outlined below. You may purchase 1 warhead type per 1 WUP, and may take multiple warhead types. Special Payloads often alter the Anti-Eva Bazooka's range or qualities. Special Payloads are unaffected by the 'Increase Range' upgrades.
Name Effect Range Effect Clip Effect Quality Effect
Custom Ammo: Amputator Rounds Whenever this attack would deal Critical Damage, it deals +2 more. - Halved Unreliable
Custom Ammo: Angel Slayer Rounds Weapon gains the Felling (2) quality. - Halved -
Custom Ammo: Bleeder Rounds Targets hit by ammo of this type take +2 damage from all attacks until healed. - - Deals -1 damage
Custom Ammo: Dumdum Rounds Weapon deals +3 damage. However, target AP is doubled against attacks from this clip. - - -
Custom Ammo: EMP Cartridge Deals Energy damage, gains the Shocking (0) quality and deals +3 damage to enemies with mechanical components (Evas, Modular Fighters etc). Full Auto quality halved. Halved Halved Unreliable
Custom Ammo: Inferno Rounds Weapon gains the Flame quality. Halved Halved Loses Reliable (or gains Unreliable)
Custom Ammo: Manstopper Rounds Weapon gains +3 Penetration. - Halved -
Custom Ammo: Synch Distorters On a hit, Eva pilot tests Synch Disruption (may be triggered max once per turn on a single pilot). -1 Damage and Pen. - Halved -
Name Effect Range Effect Quality Effect Unlocked?
Special Payload: Bolt Cluster Warhead Weapon damage profile becomes 1d10+7X P4. When fired, it may strike up to five targets within 20dm of the primary target. In Strategic Scale, this benefit may be sacrificed to instead hit every square adjacent to the target's. - Gains Tearing No
Special Payload: Fusion Warhead Attack gains +4 Penetration. This attack always counts as being at Point Blank range for the purposes of triggering Fusion's extra damage and penetration. Quartered Gains Fusion. No
Special Payload: Positron Warhead Attack gains +3 Penetration. - Gains Positron. No

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Bolt Weapons

BOLT WEAPONS
Name Class Range RoF Dam. Pen. Clip Rld. Special Req. Cost
Pistols
Bolt Pistol Mk2 Pistol 30dm S/2/- 1d10+6x 4 8 Full Special Bolts; Tearing 2 WUP
Basic Weapons
Bolter Mk2 (Leviathan Pattern) Basic 120dm S/3/4 1d10+6x 4 16 Full Special Bolts; Tearing 3 WUP
F-Type Bolter (Scylla Pattern) Heavy 80dm S/-/4 1d10+6x 5 30 Full F-Type, Special Bolts; Tearing, Storm 4 WUP
Stalker Bolter (Jormungandr Pattern) Basic 180dm S/-/- 1d10+6x 5 8 Full Special Bolts; Accurate, Tearing 3 WUP
Heavy Weapons
Heavy Bolter Mk2 (Hydra Pattern) Heavy 160dm -/-/8 1d10+6x 6 40 - Special Bolts; Devastating (3), Tearing; Inaccurate, Mounted (10) 6 WUP
Strategic Shell Bolt Cannon Heavy Special S/-/- 2d10+5x 7 2 Full Tearing, Blast (10), Devastating (10), Longshot; Mounted (20) 7 WUP
Bolt Weapon Special Qualities
Special Bolts Bolt Weapons may be equipped with special bolt clips, outlined below. 1 clip may be taken per 1 WUP. Special bolt clips often come with ammo, range or special quality modifiers, outlined in the ammo entry. Special Bolt clips are unaffected by 'Increase Rage or 'Expanded Capacity' upgrades.
Name Effect Range Effect Clip Effect Quality Effect
Special Bolts: Disruptor Bolts Enemies with AT Fields lose 10% Deflection, cumulative per hit, until the start of next round. - Halved -2 Damage
Special Bolts: Dragonfire Bolts All objects within 2dm of hit must test agility or burst into flame. - - -2 Damage, Overheat
Special Bolts: Iron Vengeance Bolts +4 Pen, Felling (2). On a hit roll of 91-100, the gun explodes, dealing a single hit to the arm of the wielder. Halved Quartered -
Special Bolts: Metal Storm Bolts Weapon gains the Blast (2) quality. - - -2 Dam, Pen

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Fusion Weapons

FUSION WEAPONS
Name Class Range RoF Dam. Pen. Clip Rld. Special Req. Cost
Pistols
Fusion Shot Pistol 10dm S/-/- 1d10+2E 10 1 Full Fusion, Fusion Lance; Felling (2); Inaccurate, Overheats 3 WUP
Basic Weapons
Fusion Gun Basic 20dm S/-/- 1d10+2E 12 6 Full Fusion; Felling (2); Inaccurate, Overheats, Recharge 4 WUP
Fusion Lance Basic 3dm S/-/- 2d10+2E 12 2 Full Fusion, Fusion Lance; Felling (2); Inaccurate, Overheats 5 WUP
Heavy Weapons
Fusion Cannon Heavy 15dm S/-/- 3d10+2E 15 2 Full Fusion; Blast (1), Felling (2); Inaccurate, Mounted (20), Overheats, Recharge 9 WUP
Fusion Multi-Gun Heavy 20dm S/3/- 1d10+2E 12 12 Full Fusion; Felling (2); Inaccurate, Overheats, Recharge 7 WUP

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Hellgun Weapons

Note: Hellguns use the Maser proficiency.
HELLGUN WEAPONS
Name Class Range RoF Dam. Pen. Clip Rld. Special Req. Cost
Pistols
Hellpistol Pistol 30dm S/2/4 1d5+2e 4 20 Full Hellgun; Reliable 2 WUP
Basic Weapons
Hellgun Basic 80dm S/3/5 1d5+3e 5 30 Full Hellgun; Reliable 3 WUP
Heavy Weapons
Hellfire Cannon Heavy 80dm -/-/5 2d5+5E 5 20 2Full Hellgun; Blast (4), Reliable; Recharge 4 WUP
Hellstorm Cannon Heavy 200dm S/5/10 2d5+5E 7 40 2Full Hellgun, Mounted (20), Reliable; Recharge 4 WUP

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Maser Weapons

MASER WEAPONS
Name Class Range RoF Dam. Pen. Clip Rld. Special Req. Cost
Pistols
Mas Pistol Mk2 Pistol 50dm S/2/4 1d10+2E 4 24 Full Maser, Variable; Proven (4), Reliable 1 WUP
Basic Weapons
Masgun Mk2 Basic 100dm S/4/6 1d10+3E 5 48 Full Maser, Variable; Proven (4), Reliable 1 WUP
Mas Carbine Mk2 Basic 80dm S/5/10 1d10+2E 4 60 Full Carbine, Maser, Variable; Proven (4), Reliable 2 WUP
Long Mas Basic 250dm S/2/- 1d10+5E 5 8 Full Maser, Variable; Accurate, Proven (4), Reliable 3 WUP
Heavy Weapons
Maser Annihilator Heavy 50dm S/-/- 2d10+2E 7 8 Full Maser, Variable; Blast (2), Flame, Proven (4), Reliable 4 WUP
Maser Beam Cannon Heavy 100dm S/-/- 2d10E 5 8 Full Maser, Variable; Beam, Proven (4), Reliable 4 WUP
Maser Planetary Defense Cannon Heavy Longshot S/-/- 2d10+3E 6 16 Full Maser, Variable; Longshot, Mounted (10), Proven (4), Reliable; Recharge 4 WUP
Maser Weapon Special Qualities
Variable Maser Weapons have the Variable quality, which allows the gun to be fired in one of several modes as shown below. The character chooses which mode to use at the start of their turn. Modes may modify weapon qualities, or increase the amount of ammo each shot uses; details are listed in the setting profile.
Name Effect Ammo Used Per Shot Quality Effect
Variable: Overcharge Weapon gains +1 damage. 2 Ammo -
Variable: Overload Weapon gains +2 damage and Penetration. 4 Ammo Reliable replaced with Unreliable
Variable: Tactical Hits with this weapon, even if dealing no damage, treat the enemy as though hit by a Markerlight. 1 Ammo -2 Dam, Pen
Variable: Stun Weapon gains the Disabling quality. 1 Ammo -1 Dam, Pen
Variable: Surface Focus Weapon gains Acid (1). Loses Semi/Full Auto quality. 4 Ammo -2 Dam, Pen

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Positron Weapons

POSITRON WEAPONS
Name Class Range RoF Dam. Pen. Clip Rld. Special Req. Cost
Basic Weapons
Positron Rifle Mk3 Basic 80dm S/3/5 1d10+4E 4 20 Full Maximal, Positron; Burst 5 WUP
Heavy Weapons
Positron Blastgun Heavy 100dm S/-/- 2d10+3E 6 6 Full Maximal, Positron; Blast (2), Devastating (6) 6 WUP
Positron Cannon Heavy 200dm S/-/- 3d10+1E 8 6 Full Maximal, Positron, Mounted (20) 8 WUP
Great Positron Cannon Heavy Longshot S/-/- 4d10+3E 12 4 Full Maximal, Great Cannon, Positron; Line; Overheats, Recharge 10 WUP
Positron Weapon Special Qualities
Maximal Positron Weapons have the Maximal quality, which allows the gun to be fired in one of two modes as shown below. The character chooses which mode to use at the start of their turn. Modes may modify weapon qualities, or increase the amount of ammo each shot uses; details are listed in the setting profile.
Name Effect Ammo Used Per Shot Quality Effect
Maximal: Maximum Penetration Weapon gains +5 Penetration. 4 Ammo Recharge
Maximal: Maximum Power Weapon gains +1d10 damage, gains +2 Blast if it possesses the Blast trait. Single shot only. 4 Ammo Recharge

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Pulse Weapons

Note: Pulse Weapons use the Positron proficiency.
PULSE WEAPONS
Name Class Range RoF Dam. Pen. Clip Rld. Special Req. Cost
Basic Weapons
Pulse Blaster Basic 50dm S/2/- 1d10+4E 5 6 Full Blaster, Disruptive (1), Scatter; Inaccurate 3 WUP
Pulse Carbine (Mass-Production) Basic 100dm S/2/4 1d10+3E 4 20 Full Burst, Disruptive (1), Reliable 2 WUP
Pulse Carbine (Elite Forces) Basic 120dm S/3/6 1d10+4E 4 30 Full Burst, Disruptive (1), Reliable 3 WUP
Pulse Rifle Basic 200dm S/2/- 1d10+6E 4 25 Full Accurate, Disruptive (1), Reliable 3 WUP
Heavy Weapons
Burst Cannon Heavy 130dm S/5/10 1d10+6E 4 100 2Full Devastating (3), Disruptive (1); Inaccurate, Overheats 4 WUP
Pulse Railcannon Heavy 200dm S/-/- 2d10+5E 10 4 2Full Accurate, Disruptive (5); Overheats, Unreliable 6 WUP

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Teleforce Weapons

Note: Teleforce Weapons use the Maser proficiency.
TELEFORCE WEAPONS
Name Class Range RoF Dam. Pen. Clip Rld. Special Req. Cost
Pistols
Teleforce Pistol Pistol 40dm S/2/3 1d10+4E 4 9 Full Adaptive, Teleforce 3 WUP
Basic Weapons
Teleforce Blaster Basic 40dm S/3/- 1d10+5E 4 9 Full Adaptive, Teleforce; Blaster, Burst, Scatter 4 WUP
Teleforce Carbine Basic 90dm S/3/5 1d10+5E 4 20 Full Adaptive, Carbine, Teleforce; Burst 4 WUP
Teleforce Rifle Basic 200dm S/-/- 1d10+5E 4 10 Full Adaptive, Teleforce; Teleforce 5 WUP
Heavy Weapons
Teleforce Beam Cannon Heavy 80dm S/-/- 2d10+6E 6 10 Full Adaptive, Teleforce; Beam; Mounted (10) 6 WUP
Teleforce Cannon Heavy 180dm S/-/- 2d10+8E 6 10 Full Adaptive, Teleforce; Blast (4); Mounted (10) 6 WUP
Teleforce Heavy Rifle Heavy 250dm S/-/- 2d10+6E 6 10 Full Adaptive, Teleforce; Accurate 6 WUP
Mega Teleforce Cannon Heavy Longshot S/-/- 3d10+10E 10 6 2 Full Adaptive, Teleforce; Line, Mounted (30), Recharge, Overheats 10 WUP
Teleforce Vulcan Heavy 120dm S/5/10 1d10+6E 5 50 2 full Adaptive, Teleforce; Inaccurate 5 WUP
Teleforce Weapon Special Qualities
Adaptive Teleforce Weapons have the Adaptive quality, which allows the gun to be fired in one of several modes as shown below. The character chooses which mode to use at the start of their turn. Modes may modify weapon qualities, or increase the amount of ammo each shot uses; details are listed in the setting profile.
Name Effect Ammo Used Per Shot Quality Effect
Adaptive: Beam Spray Scatter Quality Weapons only. Replaces Scatter with Spray. 3 Ammo Halve Range
Adaptive: Field Disruption Weapon gains the Disruptive (1) quality. Weapons with 2-3d10 can possess Disruptive (1-5) instead. 1 Ammo -Dam equal to Disruptive Quality
Adaptive: High Density Weapon gains the Proven (4) quality. 3 Ammo -
Adaptive: High Yield Weapon gains +2 Damage and Penetration. Can't be used with shots benefitting from Teleforce's Charge Shot. 4 Ammo Overheats
Adaptive: Positron Mode Weapon gains Positron Quality and +2 Penetration. Weapon ceases to function after attack is made. All Ammo: Weapon requires at least 50% clip before attack. -

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Ranged Weapon Upgrade List

Weapons may only possess one upgrade of each type (Sight etc)
RANGED WEAPON UPGRADES LIST
Name Generic Upgrades (May possess multiple types of upgrade from this category) Weapon Type Req. Cost
Compact Weapon becomes Compact. Basic Weapons, Commission Only Commission
Damage Increase +1 Damage. All 1 WUP
Expanded Capacity Weapon gains +50% Higher Clip Size. All 1 WUP
Penetration Increase +1 Penetration. All 1 WUP
Range Increase Weapon gains +50% Range. All 1 WUP
Name Barrels Weapon Type Req. Cost
Overcharge Module Weapon deals +2 Damage, halves Clip Size and gains the Unreliable Quality (or a -10 to BS if it already has it). Energy Weapons, Commission Only Commission
Rapid Firing Chamber Weapon increases Semi-Auto or Full Auto quality by +1. Semi/Full Weapons, Commission Only Commission
Super Solenoid Rifling Weapon ignores 10% of Enemy Deflection per 2 Degrees of Success on Attack Roll. Positron Weapons gain +2 to Penetration instead. All 3 WUP
Name Sights Weapon Type Req. Cost
Hi-Accuracy Targeting Enhancer Weapon gains the Accurate Quality, replacing the Precise Quality. Basic Weapons, Commission Only Commission
Red Dot Laser Sight +10 to hit when firing on Single Shot. Pistol or Basic Weapons 1 WUP
Scope Weapon gains the Precise Quality. All 1 WUP
Thermal Sight User suffers no penalties due to Darkness/Smoke/Fog, so long as they aim. +20 to Perception tests at night/darkness. All 1 WUP
Name Stock Mods Weapon Type Req. Cost
Cooling Mechanism Weapon now overheats on a roll of 96+, and may reroll the Overheat result and take preferred. Overheating Weapons Only 2 WUP
Extra Grip Weapon may now be fired one-handed without penalty, but halves Range and gains the Inaccurate Quality. Basic Weapons Only 1 WUP
Fire Selector Weapon can load up to three ammo clips. Shooter may decide which clip to draw from at start of turn. Bolt or General Weapons Only 3 WUP
Grenade Launcher Weapon may, once per battle, fire, instead of usual attack, a single attack using the Rocket Rifle entry instead of normal. Basic Weapons Only 1 WUP
Markerlight As a half action, hit target with Markerlight. Markerlights provide +10 BS to one ally for 1 turn. If a single body part is hit with 3 Markerlights in the same turn, then Called Shot penalties against the location disappear and all Horde/Mob attacks against the target hit location. Basic or Heavy Weapons Only 1 WUP
Melee Attachment Weapon gains a melee attack as per the Bayonet melee weapon entry. Basic Weapons Only 1 WUP
Smoke Launcher As a half action once per battle, deploy a smoke grenade that works like a P-Scale Blind Grenade. Basic Weapons, Commission Only Commission
Tripod Set weapon up as Full Action. Weapon gains the Auto-Stabilised trait unless moved. Basic or Heavy Weapons, Commission Only Commission

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Melee Weapons

General Melee Weapons

GENERAL MELEE WEAPONS
Name Class Range Dam. Pen. Special WUP
One-Handed
Axe Melee - 1d10+2 R 1 Unbalanced 1 WUP
Bayonet Melee - 1d10+1 R 2 Unwieldy -
Counter Sword Melee - 1d10+2R 2 Defensive, Nimble, Offhand 1 WUP
Dual-Bladed Dynamic Glaive Melee - 1d10+3 R 3 Daiglaive; Balanced, Devastating (2) 4 WUP
Dynamic Blade Melee - 1d10+3 R 3 Compact, Daiglaive; Balanced, Offhand -
E-Power Glove Melee - +1 0 Power Glove 1 WUP for 2
Eva Shield Melee - 1d5+0 I 0 Shield (3); Defensive 1 WUP
Flail Melee - 1d10+2 I 1 Flexible; Unwieldy 1 WUP
Hammer Melee - 1d10+4 I 2 Slow, Unbalanced 1 WUP
Spear Melee, Thrown 10m 1d10+1 R 2 - 1 WUP
Sword Melee - 1d10+1 R 1 Balanced 1 WUP
Tesla Stake Melee - 2d10+0I 2 Stake, Tesla 1 WUP
Two-Handed
Great Weapon Melee - 2d10+2+(SB*1.5) R or I 2 Unbalanced, Slow 2 WUP

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Progressive Melee Weapons

PROGRESSIVE MELEE WEAPONS
Name Class Range Dam. Pen. Special WUP
One-Handed
Progressive Spear Melee (Thrown 10dm) 10m 1d10+2R 3 Progressive; Devastating (3) 2 WUP
Two-Handed
Progressive Great Weapon Melee (2H) - 2d10+2+(SB*1.5)R 3 Progressive; Devastating (3); Slow, Unbalanced 4 WUP

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Hyper-Progressive Melee Weapons

HYPER-PROGRESSIVE MELEE WEAPONS
Name Class Range Dam. Pen. Special WUP
One-Handed
Core Knife Melee - 1d5+1R 4 Compact, Core Knife, Hyper-Progressive; Proven (3) 2 WUP
Progressive Knife Mk III Melee - 1d5+3R 4 Compact, Hyper-Progressive; Fast, Nimble, Offhand, Proven (3) 2 WUP
Progressive Sabre Melee - 1d10+3R 4 Compact, Hyper-Progressive; Balanced, Proven (2) 2 WUP
Progressive Sword Melee - 1d10+4R 4 Hyper-Progressive; Balanced, Proven (4) 4 WUP
Hyper-Progressive Fist Melee - 2d10+4R 4 Fist-Base, F-Type, Hyper-Progressive; Proven (4) 4 WUP
Hyper-Progressive Axe Melee - 1d10+6R 4 Hyper-Progressive; Devastating (2), Proven (4); Slow, Unbalanced 4 WUP
Hyper-Progressive Pilum Melee, Thrown 10dm 2d10+2R 5 Hyper-Progressive, Pilum; Proven (5) 5 WUP
Hyper-Progressive Tonfa Melee - 1d5+3R 4 Hyper-Progressive; Balanced, Nimble, Proven (3) 3 WUP

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Pneumatic Melee Weapons

PNEUMATIC MELEE WEAPONS
Name Class Range Dam. Pen. Special WUP
One-Handed
Pneumatic Flail Melee - 1d10+1I 2 Pneumatic; Flexible 2 WUP
Pneumatic Hammer Melee - 1d10+4I 2 Pneumatic; Slow 2 WUP
Pneumatic Stake Melee - 1d10+3I 2 Pneumatic, Stake 2 WUP
Pneumatic Tonfa Melee - 1d5+2I 3 Pneumatic; Balanced 2 WUP
Two-Handed
Pneumatic Warhammer Melee - 2d10+3+(SB*1.5)I 4 Pneumatic; Devastating (3); Slow, Unwieldy 3 WUP

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Positron Melee Weapons

POSITRON MELEE WEAPONS
Name Class Range Dam. Pen. Special WUP
One-Handed
Positron Claw Melee - 1d10+5E 5 Fist-Base, F-Type, Positron; Power Field 4 WUP
Positron Naginata Melee - 1d10+3E 3 Positron; Balanced, Devastating (2), Precise 3 WUP
Positron Sword Melee - 1d10+4E 4 Positron; Balanced 3 WUP
Two-Handed
Positron Greatsword Melee (2H) - 2d10+2+(SB*1.5)E 4 Positron; Devastating (3); Slow, Unbalanced 4 WUP
Positron Hammer Melee - 2d10+3+(SB*1.5)E 4 F-Type, Positron; Concussive, Devastating (3); Slow, Unwieldy 5 WUP

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Sigilite Melee Weapons

SIGILITE MELEE WEAPONS
Name Class Range Dam. Pen. Special WUP
One-Handed
Sigilite Staff Melee - 1d10+1I 5 Sigilite; Amp (2), AT Foci (4), Binary, Defensive, Projection (4) 10 WUP
Sigilite Blade Melee - 1d5+3R 3 Compact, Sigilite; AT Foci (1), Balanced, Offhand 5 WUP
Sigilite Sword Melee - 1d10+4R 5 Sigilite; AT Foci (2), Balanced, Binary, Projection (2) 7 WUP
Sigilite Lance Melee 10dm 1d10+3R 5 Sigilite; AT Foci (2), Binary, Devastating (1), Projection (2) 8 WUP

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Super Solenoid Melee Weapons

SUPER SOLENOID MELEE WEAPONS
Name Class Range Dam. Pen. Special WUP
One-Handed
Force Staff Melee - 1d10+1I 1 Force Weapon; AT Foci (2), Defensive, Projection (2) 4 WUP
Force Blade Melee - 1d5+2R 1 Compact, Force Weapon; Balanced, Offhand 3 WUP
Force Sword Melee - 1d10+2R 1 Force Weapon; AT Foci (1), Balanced 4 WUP
Two-Handed
Force Great Weapon Melee (2h) - 2d10+2+(SB*1.5)I/R 2 Force Weapon; AT Foci (2), Slow, Unbalanced 5 WUP

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Melee Weapon Upgrade List

Weapons may only possess one upgrade of each type (Weight etc)
MELEE WEAPON UPGRADES LIST
Name Generic Upgrades (May possess multiple types of upgrade from this category) Weapon Type Req. Cost
Damage Increase +1 Damage. All 1 WUP
High Quality Weapon gains Best Quality. +10 to hit, +1 Damage. All, Commission Only Commission
Penetration Increase +1 Penetration. All 1 WUP
Throwing Frame Weapon becomes Throwing, gaining a range of 10dm. One-Handed 1 WUP
Name Handle Upgrades Weapon Type Req. Cost
Customised Handle Specialised wielder gains a +10 to hit with weapon. All others take a -10 penalty. All, Commission Only Commission
Fitted Grip Weapon gains the Precise Quality. All 1 WUP
Name Weight Upgrades Weapon Type Req. Cost
Balanced Weapon gains the Balanced quality or, if it possesses the Unbalanced Quality, loses it. Unwieldy Weapons become Unbalanced instead. All 1 WUP
Fast Weapon gains the Fast quality. Slow weapons lose the Slow Quality instead. All 1 WUP
Heavy Weapon deals +1 Damage and +1 Penetration, but takes a -10 penalty to WS tests. Shields increase their AP bonus by 1. All 1 WUP
Light Weapon deals -1 Damage and -1 Penetration, but takes a +10 bonus to WS tests. All 1 WUP
Name Technological Upgrades Weapon Type Req. Cost
AT Leech Weapon gains the AT Leech Quality. S2 or Sigilite Weapons Only 2 WUP
Heat Weapon gains the Heat Quality. General Rending Only 1 WUP
Hyper-Progressive Weapon gains the Hyper-Progressive Quality. One-Handed General Rending Only 2 WUP
Nanoblade Weapon gains the Nanoblade Quality. General Rending Only 2 WUP
Pneumatic Weapon gains the Pneumatic Quality. General Impact Only 1 WUP
Positron Weapon gains the Positron Quality. General Only 2 WUP
Progressive Weapon gains the Progressive Quality. General Rending Only 1 WUP
Razor Sharp Weapon gains the Razor Sharp Quality. General Rending Only 2 WUP
Tesla Weapon gains the Tesla Quality. Impact Only 1 WUP

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Horde Weapons

Horde Melee Weapons

HORDE MELEE WEAPONS
Name Class Dam. Pen. Special
Small Arms
AC Prog Swords Small Arm 1d10+2R 0 Conventional, Hy-Prog, Proven (3)
Infantry Close Combat Weapon Small Arm 1d5R 0 Conventional
Infantry Chainsword Small Arm 1d5+1R 1 Conventional, Tearing
Guard Chainsword Small Arm 1d5+2R 1 Conventional, Tearing
E-Scale Weapons
Dreadnought Fist E-Scale 2d10I 5 Tearing

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Horde General Weapons

HORDE GENERAL WEAPONS
Name Class Range RoF Dam. Pen. Special
Small Arms
Infantry Weapon Small Arm 1km S/3/6 1d5+0 0 Close, Conventional
Cannons
Flak Cannons Cannon 2km S/2/5 1d5+1I 0 Anti-Air, Close, Conventional, Storm
Railcannons Cannon 3km S/2/3 1d10+3I 0 Conventional
Rail Vulcans Cannon 2km -/-/10 1d5+2I 0 Close, Conventional, Storm
Missiles
Anti-Air Missile Missile 10km S/2/3 1d10+1X 0 Anti-Air, Conventional, Indirect
Anti-Armor Missile Missile 10km S/-/- 1d10+4X 0 Conventional, Indirect, Tearing
Anti-Submarine Missile Missile 10km S/-/- 1d10+2X 0 ASW, Conventional, Indirect
Frag Missile Missile 10km S/2/- 1d10+2X 0 Blast (1), Devastating (1), Conventional, Indirect
Turrets
LRM Battery Missile 30km S/2/5 1d10+6X 2 Blast (2), Devastating (2), Indirect
Capital Ship Weapons
Impact Cannon CSW Longshot s/-/- 3d10+5I 6 Blast (5), Recharge

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Horde Bolt Weapons

HORDE BOLT WEAPONS
Name Class Range RoF Dam. Pen. Special
Small Arms
Infantry Bolter Small Arm 1km S/4/- 1d5+2X 1 Close, Conventional, Tearing
Iron Guard Bolter Small Arm 1km S/2/4 1d5+3X 1 Close, Conventional, Tearing
Cannons
Bolter Cannon Cannon 2km S/2/- 1d10+5X 1 Blast (1), Conventional, Tearing
P-Heavy Bolter Cannon 2km -/-/10 1d5+3X 1 Close, Conventional, Tearing
Missiles
Bolt Shells Missile 10km S/2/- 1d10+5X 1 Blast (2), Devastating (2), Conventional, Indirect, Tearing
Bolt Torpedo Missile 4km S/-/- 2d10+6X 6 Conventional, Tearing, Cumbersome (20)
Turrets
Bolt Turret Turret 5km S/3/- 2d10+6X 5 Close, Tearing

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Horde Fusion Weapons

HORDE FUSION WEAPONS
Name Class Range RoF Dam. Pen. Special
Missiles
Fusion Torpedo Missile 3km S/-/- 2d10E 10 Fusion, Cumbersome (20), Unreliable
Capital Ship Weapons
Fusion Striker Cannon CSW 5km s/-/- 3d10E 15 Fusion, Recharge

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Horde Maser Weapons

HORDE MASER WEAPONS
Name Class Range RoF Dam. Pen. Special
Cannons
Mascannon Cannon 3km S/2/- 1d10+3E 1 Conventional, Proven (4)
Maser Repeater Cannon 2km -/-/8 1d5+1 1 Close, Conventional, Proven (4)
Maser Swatter Cannon 2km S/3/5 1d5+2 1 Anti-Air, Close, Conventional, Proven (4), Unreliable

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Horde Positron Weapons

HORDE POSITRON WEAPONS
Name Class Range RoF Dam. Pen. Special
Cannons
HP Cannon Cannon 3km S/2/3 1d10+3E 3 Conventional, Positron
Missiles
Positron Missile Missile 10km S/-/- 1d10+4E 4 Conventional, Indirect, Positron
Positron Torpedo Missile 5km S/-/- 2d10+5E 6 Conventional, Cumbersome (20), Positron
Turrets
Positron Turret Turret 5km S/3/- 2d10+4E 6 Close, Positron
Capital Ship Weapons
Positron Impact Cannon CSW Longshot s/-/- 3d10+3E 8 Blast (3), Recharge

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Horde Pulse Weapons

HORDE PULSE WEAPONS
Name Class Range RoF Dam. Pen. Special
Small Arms
Pulse Carbine Small Arm 1km S/2/4 1d5+1 0 Close, Conventional
Cannons
Pulse Cannons Cannon 5km S/2/- 1d10+4E 3 Conventional
Burst Cannons Cannon 2km -/-/10 1d5+2 1 Close, Conventional
Turrets
Mega Pulse Turret Turret 5km S/3/- 2d10+3E 5 Close, Disrupt (4)

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Horde Weapon Qualities

Horde Weapon Qualities
Name Effect
Anti-Air This weapon does not take the -30 penalty for attacking flying units. Against flying Hordes, it deals +2 damage and gains the Devastating (3) trait.
ASW This weapon deals +1d10 damage to any units under (but not on) water.
Close This weapon may be fired in melee.
Conventional This weapon is tiny by the scale of an Eva. Hitting an Eva with it is easy; breaking through the AT Field is not. So long as an enemy has a Deflection Rating of 1% or higher, the attack is automatically deflected unless it has the Positron quality.
Cumbersome (X) Target takes a bonus to dodges equal to X, and may dodge this attack without needing to expend Reactions. If the attack is a Blast, it may be dodged regardless of the target's AB.
Indirect Indirect Weapons do not need direct line of sight to hit an enemy; so long as an ally can see the target and it is in range, a valid attack may be made. This means other Hordes do not block this attack's line of sight as well.

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