P-Scale Personal Equipment

Ranged Weapons

Basic Ranged Weapons

BASIC RANGED WEAPONS
Name Class Range RoF Dam. Pen. Clip Rld. Special Avail. Req. Cost
Pistols
Semi-Automatic Pistol Pistol 30m S/-/6 1d10+2 I 0 18 1Half - All 0 RP
Revolver Pistol 30m S/-/- 1d10+3 I 0 6 1Full Reliable All 0 RP
Autorevolver Pistol 30m S/3/- 1d10+3 I 0 6 1Half - All 0 RP
Basic Weapons
Assault Rifle Basic 90m s/3/10 1d10+3 I 0 30 Full - All 0 RP
Combat Rifle Basic 150m s/-/- 1d10+3 I 0 5 Full Accurate All 0 RP
Sniper Rifle Basic 200m s/-/- 1d10+4 I 2 4 2Full Accurate, Reliable All 0 RP
Submachine Gun Basic 50m S/3/8 1d10+3 I 0 30 Full Burst; Inaccurate All 0 RP
Break Action Shotgun Basic 30m s/-/- 1d10+4 I 0 2 2Full Reliable, Scatter All 0 RP
Pump Action Shotgun Basic 30m s/3/- 1d10+4 I 0 8 2Full Scatter All 0 RP
Combat Shotgun Basic 30m s/3/- 1d10+4 I 0 18 Full Scatter All 0 RP
Heavy Weapons
Heavy Machine Gun Heavy 120m -/-/10 1d10+4 I 3 200 2Full Devastating (3), Storm; Inaccurate All 1 RP

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Launchers and Grenades

LAUNCHERS AND GRENADES
Name Class Range RoF Dam. Pen. Clip Rld. Special Avail. Req. Cost
Grenades
Anti-Armor Grenade Thrown SB*3 - 2d10+4 X 6 - - - All 1 RP for 3
Blind Grenade Thrown SB*3 - - - - - Blind (3) Fed/New World 1 RP for 3
Flashbang Grenade Thrown SB*3 - - - - - Flashbang; Blast (10) All 1 RP for 6
Frag Grenade Thrown SB*3 - 2d10+2 X 0 - - Blast (4), Tearing All 1 RP for 6
Hallucinogenic Grenade Thrown SB*3 - - - - - Hallucinogen; Blast (5) Walpurgis Night -
Incendiary Grenade Thrown SB*3 - 1d10+3 E 5 - - Blast (3), Flame All 1 RP for 6
Maser Death Blossom Grenade Thrown SB*3 - 1d10+5 E 5 - - Death Blossom Fed/New World/USA 1 RP for 3
Positron Grenade Thrown SB*3 - 3d10 E 6 - - Positron; Blast (2) Fed/New World 1 RP for 2
Smoke Grenade Thrown SB*3 - - - - - Smoke (6) All 1 RP for 6
Mines
Anti-Armor Mine - - - 3d10+10X 10 - - Mine; Blast (1) All 1 RP for 2
Frag Mine - - - 2d10+4X 4 - - Mine; Blast (6) All 1 RP for 3
Motion Claymore Mine - 10m - 1d10+5I 3 - - Mine; Spray All 1 RP for 3
Missiles
Anti-Armor Missile - - - 4d10+10x 10 - - Blast (1) All 1 RP for 1
Frag Missile - - - 2d10+4X 4 - - Blast (6), Devastating (6) All 1 RP for 3
Launchers
Grenade Launcher Basic 60m S/-/- - - 6 Full Loads Grenades All 2 RP
RPG Launcher Heavy 120m S/-/- - - 1 Full Loads Grenades All 3 RP
Missile Launcher Heavy 250m S/-/- - - 1 Full Loads Missiles All 4 RP
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Launchers and Grenades Special Qualities
Name Effect
Blind (X) Creates a dense cloud of smoke with a radius of X. Lasts for 1d10+10 rounds. Blocks advanced sensors (SENTINELS etc).
Death Blossom Hits all targets within 3m three times.
Flashbang Any within blast radius must test Agility+10 or be blinded for a number of rounds equal to 1+Degrees of Failure.
Hallucinogen Any within blast radius must test Toughness or be affected for 1d10 rounds. Roll on Hallucinogenic table to determine behaviour.
Mine Mines are set to detonate automatically when a target enters its range or blast radius. Laying a mine is a Demo+20 test. Does not trigger on allies.
Smoke (X) Creates a dense cloud of smoke with a radius of X. Lasts for 1d10+10 rounds. Blocks normal vision only.

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Bolt Weapons

BOLT WEAPONS
Name Class Range RoF Dam. Pen. Clip Rld. Special Avail. Req. Cost
Pistols
Commando Bolt Pistol Pistol 30m S/3/- 1d10+5 X 4 9 Full Special Bolts; Tearing Fed/New World 1 RP
Standard Bolt Pistol Pistol 30m S/2/- 1d10+5 X 3 6 Full Special Bolts; Tearing Fed/New World 0 RP
Basic Weapons
Commando Bolter Basic 110m S/3/4 1d10+6 X 4 24 Full Special Bolts; Tearing Fed/New World 3 RP
Stalker Bolter Basic 150m S/-/- 1d10+5 X 4 24 Full Special Bolts; Accurate, Tearing Fed/New World 3 RP
Standard Bolter Basic 80dm S/4/- 1d10+5 X 3 16 Full Special Bolts; Tearing Fed/New World 2 RP
Heavy Weapons
MP Heavy Bolter Heavy 140m -/-/10 1d10+7 X 5 60 3Full Special Bolts; Devastating (5), Tearing; Inaccurate Fed/New World 6 RP
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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Flame Weapons

FLAME WEAPONS
Name Class Range RoF Dam. Pen. Clip Rld. Special Avail. Req. Cost
Basic Weapons
Assault Flamethrower Basic 20m S/-/- 1d10+4 E 3 6 2 Full Flame, Spray Fed/New World 2 RP
Basic Weapons
Heavy Assault Flamethrower (HAF) Heavy 30m S/-/- 1d10+5E 5 10 2 Full Flame, Spray Fed/New World 4 RP

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Fusion Weapons

FLAME WEAPONS
Name Class Range RoF Dam. Pen. Clip Rld. Special Avail. Req. Cost
Basic Weapons
Fusion Gun Basic 20m S/-/- 1d10+4 E 12 4 Full Fusion; Felling (2); Inaccurate, Overheats, Recharge Fed/New World 5 RP
Basic Weapons
Fusion Multi-Gun Heavy 20m S/-/- 1d10+4 E 12 8 2 Full Fusion; Felling (2), Twin-Linked; Inaccurate, Overheats, Recharge Fed/New World 7 RP

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Maser Weapons

MASER WEAPONS
Name Class Range RoF Dam. Pen. Clip Rld. Special Avail. Req. Cost
Pistols
Maser Pistol Pistol 40m S/-/4 1d10+2 E 3 20 Half Maser, Variable; Reliable Fed/New World/US 0 RP
Basic Weapons
Long Maser Basic 200m S/-/- 1d10+3 E 3 30 Full Maser, Variable; Accurate, Felling (2), Reliable Fed/New World/US 3 RP
Maser Carbine Basic 50m S/3/6 1d10+2 E 3 60 Half Maser, Variable; Carbine, Reliable; Inaccurate Fed/New World/US 2 RP
Masgun Basic 100m S/3/6 1d10+2 E 3 60 Full Maser, Variable; Reliable Fed/New World/US 2 RP
Scatter Maser Basic 30m S/4/- 1d10+3 E 4 20 Full Maser, Variable; Reliable, Scatter Fed/New World/US 3 RP
Heavy Weapons
MP Multi-Maser Heavy 130m -/-/10 1d10+5 E 4 400 2Full Maser, Variable; Devastating (4), Reliable; Inaccurate Fed/New World/US 5 RP
MP Maser Cannon Heavy 300m S/-/- 2d10+10 E 10 5 2Full Maser; Reliable; Recharge Fed/New World/US 6 RP
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 the Acid (1) Quality. Single Shot only. 4 Ammo -2 Dam, Pen

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Positron Weapons

POSITRON WEAPONS
Name Class Range RoF Dam. Pen. Clip Rld. Special Avail. Req. Cost
Pistols
Positron Pistol Pistol 20m S/-/- 1d10+6 E 6 5 2 Full Maximal, Positron; Overheats Fed/New World/France 3 RP
Basic Weapons
Positron Blaster Basic 20m S/-/- 1d10+6 E 6 10 2 Full Blaster, Positron; Overheats Fed/New World/France 5 RP
Positron Rifle Basic 90m S/2/- 1d10+7 E 6 20 2 Full Maximal, Positron; Overheats Fed/New World/France 5 RP
Heavy Weapons
MP Positron Cannon Heavy 160m S/-/- 2d10+8 E 10 3 3 Full Maximal, Positron; Blast (1); Inaccurate, Overheats, Recharge Fed/New World/France 10 RP
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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Rail Weapons

RAIL WEAPONS
Name Class Range RoF Dam. Pen. Clip Rld. Special Avail. Req. Cost
Pistols
Rail Pistol Pistol 40m S/2/5 1d10+3 I 1 20 Full Custom Ammo; Reliable All 0 RP
Basic Weapons
Precision Rail Rifle Basic 250m S/-/- 1d10+4 I 2 10 Full Custom Ammo; Accurate, Reliable All 3 RP
Railcarbine Basic 60m S/3/8 1d10+3I 1 30 Full Custom Ammo; Burst, Reliable; Inaccurate All 2 RP
Railgun Basic 100m S/3/8 1d10+3 I 1 40 Full Custom Ammo; Reliable All 2 RP
Heavy Weapons
Rail Minigun Heavy 150m -/-/10 1d10+5 I 5 300 2Full Custom Ammo; Devastating (3), Reliable; Inaccurate All 5 RP
MP Railcannon Heavy 300m S/-/- 2d10+5 I 6 5 2Full Custom Ammo; Blast (2), Reliable; Recharge All 6 RP
MP Rail Autocannon Heavy 200m S/3/- 2d10+3 I 3 3 2Full Custom Ammo; Reliable All 6 RP
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.
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 (AC Suits, androids 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 -

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Pulse Weapons

PULSE WEAPONS
Name Class Range RoF Dam. Pen. Clip Rld. Special Avail. Req. Cost
Pistols
Pulse Pistol Pistol 50m S/2/3 1d10+4 E 3 12 Full Disruptive (1) New World -
Basic Weapons
Commando Carbine Basic 85m S/3/5 1d10+5 E 4 30 Full Burst, Disruptive (1) New World -
Magistrate Carbine Basic 90m S/3/5 1d10+6 E 5 30 Full Burst, Disruptive (1), Grenadier New World -
Pulse Carbine Basic 80m S/2/4 1d10+4 E 4 30 Full Burst, Disruptive (1) New World -
Pulse Rifle Basic 150m S/-/- 1d10+6 E 4 18 Full Accurate, Disruptive (1) New World -
Heavy Weapons
Burst Cannon Heavy 140m S/-/10 1d10+6 E 5 60 2Full Devastating (3), Disruptive (1), Inaccurate, Overheats New World -
MP Pulse Railcannon Heavy 200m S/-/- 2d10+10 E 10 4 2Full Recharge, Disruptive (2), Overheats New World -

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Phantom Weapons

PHANTOM WEAPONS
Name Class Range RoF Dam. Pen. Clip Rld. Special Avail. Req. Cost
Pistols
Phantom Spinner Pistol Basic 10m S/-/- 1d10 R 5 3 Full Felling (2), Paralytic Strike, Razor Sharp, Snare (2) Phantom -
Phantom Shuriken Pistol Basic 5m S/2/4 1d10 R 3 24 Full Shuriken; Felling (2), Razor Sharp, Reliable Phantom -
Basic Weapons
Phantom Bane Rifle Basic 400m S/-/- 1d10 R 3 1 Full Accurate, Felling (2), Paralytic Strike, Razor Sharp, Reliable, Silent, Toxic (2) Phantom -
Phantom Shuriken Rifle Basic 80m S/3/6 1d10+2 R 4 40 Full Shuriken; Felling (2), Razor Sharp, Reliable, Storm Phantom -
Heavy Weapons
Phantom Dirac Cannon Heavy 100m S/-/- Special - 2 Full Dirac; Overheats, Recharge, Unreliable Phantom -
Phantom Hyper Cannon Heavy 600m S/-/- 2d10 E 10 3 Full Positron; Accurate, Brutal, Felling (2), Proven (5), Razor Sharp, Reliable; Recharge Phantom -
Phantom Shuriken Cannon Heavy 160m S/5/10 1d10+2 R 4 300 2Full Shuriken; Devastating (5), Felling (2), Razor Sharp, Reliable, Storm Phantom -
Phantom Starfire Cannon Heavy 20m S/-/- 2d10+2 E 12 6 2Full Fusion; Felling (2), Flame, Spray, Overheats Phantom -
Phantom Weapon Special Qualities
Name Effect
Dirac May only be used by Phantom Specialist or someone with an active AT Field. When used, may be used in one of four ways, outlined below. Blast radius is 1 per DoS, up to max demonstrated by quality.
Dirac: Dirac Zone Blast (0-5) attack. Hit characters take Agility test or be sucked into a pocket Dirac Sea. They are shunted out 1d5 turns later, and must test Toughness+0 or be Stunned. If used on Hordes, it deals Horde Damage equal to 1d5+x (where x is the Blast radius) and ignores AP or TB.
Dirac: Dirac Shunt Blast (0-2) attack. Hit characters take Agility test or momentarily disappear, only to reappear elsewhere. Select a 'destination' location within LoS and test BS+20. On a success, targets are shunted to that location, and must test Toughness or be Stunned. On a failure, the attack acts like a 1 round-long Dirac Zone.
Dirac: Dirac Gate Blast (0-2) 'attack' that is exactly like Dirac Shunt, except the target does not test Toughness. Essentially intended for allied teleporting.
Dirac: Dirac Distortion Blast (1-10) attack that is extremely dangerous, as it uses the nature of the Dirac Sea not to force enemies into it but rather to warp real space so violently that objects in the vicinity are at risk of being ripped apart at the molecular level. Deals 1d10 damage that ignores Toughness and AP. It deals Horde Damage equal to 1d5+x (where x is the Blast Radius).

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Unique Ranged Weapons

UNIQUE RANGED WEAPONS
Name Class Range RoF Dam. Pen. Clip Rld. Special Avail.
Ayanami Weapons
Ayanami Longbow Basic, 2H 60m S/-/- - - 1 (Quiver 20) Half Best; Force Weapon; Accurate, Reliable, Silent Ayanamis
Ayanami Arrow (Standard) Basic, 2H - - 1d10+3+(SB/2)R 4 - - Best; Force Weapon; Accurate, Reliable, Silent Ayanamis
Ayanami Arrow (Anti-Armor) Basic, 2H - - 2d10+5X 10 - - Best; Accurate, Reliable Ayanamis
Ayanami Arrow (Bolt) Basic, 2H - - 1d10+5+(SB/2)X 4 - - Best; Accurate, Reliable, Tearing Ayanamis
Ayanami Arrow (Incendiary) Basic, 2H - - 1d10+4E 4 - - Best; Accurate, Flame, Reliable Ayanamis
Sera's Weapons
Lance of Cassius (Lotus) Basic 350m S/-/- 2d10+8E 10 - - Best; Holy Light, Holy Shield, Sigilite; Amp (2), Balanced Sera
Unique Weapon Special Qualities
Name Effect
Holy Light Attacks made with the Lotus form may either be treated as a Line attack (hitting all things in a straight line, although ignoring allies or targets you don't want to harm), or as a Blast (4) attack. The Lotus can be used to parry one ranged attack per turn.
Holy Shield The Lotus is capable of generating an energy field up to 5m in diameter as a half action (sustained half). Attacks that pass through this barrier aimed at you or your allies must have three or more degrees of success, or else are repelled. Even if they do not possess the requisite Degrees of Success, any attempts to dodge these attacks may be rerolled, taking the final result. This barrier is broken if you do not sustain it, if you attack with the Lance, or is hit with an attack with 4 or more Degrees of Success.

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Melee Weapons

Simple Melee Weapons

SIMPLE MELEE WEAPONS
Name Class Range Dam. Pen. Special Avail. Req. Cost
One-Handed
Axe Melee - 1d10+1 R 0 Primitive, Unbalanced All 0 RP
Brass Knuckles Melee - +2 Unarmed Attack 0 - All 0 RP
Club Melee - 1d10 I 0 Primitive All 0 RP
Hammer Melee - 1d10+1 I 0 Primitive, Unbalanced All 0 RP
Improvised Melee - 1d10-2 I 0 Primitive, Unbalanced All 0 RP
Knife Melee, Thrown 3m 1d5 R 0 Nimble, Offhand; Primitive All 0 RP
Throwing Knife Thrown 5m 1d5 R 0 Primitive All 0 RP
Shield Melee - 1d5 I 0 Primitive Shield; Defensive; Primitive All 0 RP
Spear Melee, Thrown 10m 1d10 R 0 Primitive All 0 RP
Sword Melee - 1d10 R 0 Balanced; Primitive All 0 RP
Two-Handed
Flail Melee - 1d10+2 I 0 Flexible; Primitive All 0 RP
Great Weapon Melee - 2d10R or I 2 Primitive; Unwieldy All 0 RP
Staff Melee - 1d10 I 1 Balanced; Primitive All 0 RP
Simple Weapon Special Qualities
Name Effect
Primitive Shield +2 AP to wielding arm and body, but AP is Primitive.

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Advanced Melee Weapons

ADVANCED MELEE WEAPONS
Name Class Range Dam. Pen. Special Avail. Req. Cost
One-Handed
Power Gauntlet Melee - 1d10+SB*2 I 3 Unwieldy Fed/New World 4 RP
Surovite Axe Melee - 1d10+4 R 3 Unbalanced Fed/New World 1 RP
Surovite Knife Melee Thrown 5m 1d5+2 R 3 Fast, Nimble, Offhand Fed/New World 0 RP
Surovite Shield Melee - 1d5 I 0 Defensive, Shield (2) Fed/New World 0 RP
Surovite Sword Melee - 1d10+3 R 3 Balanced Fed/New World 1 RP
Tesla Rod Melee - 2d10+2 E 4 Balanced, Tesla, Shock (0) Fed/New World 2 RP
Two-Handed
Surovite Greatsword Melee - 2d10+3 R 4 Unbalanced Fed/New World 3 RP

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Progressive Melee Weapons

PROGRESSIVE MELEE WEAPONS
Name Class Range Dam. Pen. Special Avail. Req. Cost
One-Handed
Chainaxe Melee - 1d10+4R 2 Progressive; Devastating (2), Unbalanced Fed/New World 2 RP
Chainsword Melee - 1d10+2R 2 Progressive; Balanced Fed/New World 2 RP
Prog Axe Melee - 1d10+5 R 4 Hyper-Progressive; Proven (4); Slow, Unbalanced Fed/New World 3 RP
Prog Knife Melee - 1d5+3 R 2 Progressive; Fast, Nimble, Offhand Fed/New World -
Prog Knife (Hyper) Melee - 1d5+3 R 3 Hyper-Progressive; Fast, Nimble, Offhand, Proven (3) Fed/New World 1 RP
Prog Glaive Melee - 1d10+3R 3 Hyper-Progressive; Devastating (2), Proven (4) Fed/New World 3 RP
Prog Sword Melee - 1d10+3R 3 Hyper Progressive; Balanced, Proven (4) Fed/New World 3 RP
Two-Handed
Great Chainaxe Melee - 2d10+4 R 3 Progressive; Devastating (3), Unwieldy Fed/New World 4 RP
Great Chainsword Melee - 2d10+2 R 3 Progressive; Devastating (1), Unbalanced Fed/New World 4 RP

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Positron Melee Weapons

POSITRON MELEE WEAPONS
Name Class Range Dam. Pen. Special Avail. Req. Cost
One-Handed
Positron Naginata Melee - 1d10+4 E 3 Positron; Balanced, Devastating (2), Power Field, Precise; Overheats Fed/New World 4 RP
Positron Sword Melee - 1d10+5 E 4 Positron; Balanced, Power Field; Overheats Fed/New World 4 RP
Two-Handed
Positron Greatsword Melee - 2d10+3 E 4 Positron; Devastating (2), Power Field; Overheats, Unbalanced Fed/New World 4 RP
Positron Hammer Melee - 2d10+2 E 4 Positron; Concussive, Power Field; Overheats, Unwieldy Fed/New World 4 RP

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Phantom Melee Weapons

PHANTOM MELEE WEAPONS
Name Class Range Dam. Pen. Special Avail. Req. Cost
One-Handed
Adept Sword Melee - 1d10+3R 3 Force Weapon; Balanced, Fast, Precise, Razor Sharp Phantom Adept -
Anathema Blade Melee - 1d5+3R 3 Balanced, Crippling, Fast, Precise, Razor Sharp, Toxic (2) Phantom -
Phantom Sword Melee - 1d10+3 R 3 Balanced, Fast, Precise, Razor Sharp Phantom -
Reaper Blade Melee - 1d10+4 E 4 Positron; Balanced, Fast, Felling (2), Power Field, Precise, Razor Sharp Phantom -

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Sigilite Melee Weapons

SIGILITE MELEE WEAPONS
Name Class Range Dam. Pen. Special Avail. Req. Cost
One-Handed
Sigilite Blade Melee - 1d5+3R 3 Sigilite; AT Foci (1), Balanced, Compact, Off-Hand UN (for now) -
Sigilite Staff Melee - 1d10+1I 5 Binary, Sigilite; Amp (2), AT Foci (2), Defensive, Projection (4) UN (for now) -
Sigilite Sword Melee - 1d10+4R 5 Binary, Sigilite; AT Foci (2), Balanced, Projection (2) UN (for now) -
Sigilite Lance Melee, Thrown 10m 1d10+3R 5 Binary, Sigilite; AT Foci (1), Devastating (2), Projection (2) UN (for now) -

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Unique Melee Weapons

UNIQUE MELEE WEAPONS
Name Class Range Dam. Pen. Special Avail.
Ayanami Weapons
Ayanami Sword Melee - 1d10+4R 3 Best; Force Weapon; AT Foci (1), Balanced Ayanamis
Ayanami Rod Melee - 1d10+2I 3 Best; Force Weapon; AT Foci (1), Balanced, Disabling Ayanamis
Ayanami Staff Melee, 2H - 1d10+3+(SB*1.5) 3 Best; Force Weapon; Amp (1), AT Foci (2), Projection (2), Unbalanced Ayanamis
Blue's Weapons
Blueblade Melee - 1d5+3R 3 Best; Balanced, Razor Sharp, Toxic (2) Mr. Blue
Ezekiel's Weapons
Emissary's Staff Melee - 1d10+1I 5 Binary, Sigilite; Amp (3), AT Foci (5), Defensive, Projection (5) Ezekiel
Sera's Weapons
Lance of Cassius (Spear, 1H) Melee, Thrown SB*2m 1d10+6R 5 Best; Drill, Hyper-Progressive, Sigilite; Devastating (2), Proven (4) Sera
Lance of Cassius (Spear, 2H) Melee, Thrown SB*2m 1d10+6+(SB*1.5)R 5 Best; Drill, Hyper-Progressive, Sigilite; Devastating (4), Proven (4) Sera
Power Claw Melee - 2d10+2+(SB*2)R 5 Best; Fist Base; Concussive, Tearing; Unwieldy Sera
Yanmei's Weapons
Excalibur (1H) Melee - 1d10+6R 5 Best; Excalibur, Excalibur Strike; Balanced, Razor Sharp, Tearing Yanmei
Excalibur (2H) Melee, 2H - 2d10+6R 5 Best; Excalibur, Excalibur Strike; Balanced, Brutal, Devastating (2), Razor Sharp, Tearing; Unwieldy Yanmei
Enemy Weapons
Death of Man Melee, 2H, Thrown 10m 1d10+3+(SB*1.5)E 4 Best; Sigilite; Cleaving, Devastating (5), Disabling, Felling (4), Power Field, Razor Sharp, Tearing; Unbalanced Solomon Joan
Magistrate's Glaive Melee - 1d10+5R 4 Best; Hyper-Progressive; Devastating (2), Proven (4), Razor-Sharp Magistrates/Isha
Unique Weapon Special Qualities
Name Effect
Drill If, after to-hit and evasion rolls, you strike an enemy more than once, you may sacrifice your extra hits to deal extra damage to the first hit, at a rate of +4 damage per hit.
Excalibur Excalibur ignores 20% Deflection per point of Penetration and can be shifted from 1-handed form to 2-handed form as a half action. Furthermore, you may spend a fate point; for a number of rounds equal to your WPB, the sword now ignores AT Fields and can parry Ranged AT Attacks, and enemies take a -20 penalty to evasion tests.
Excalibur Strike Spend a fate point as a full action. The sword emits a 100m long, 10m wide attack that deals 1d10 damage and has the Anti-AT Field quality. Can spend extra fates to expand the damage by 1d10 and the range by 10m long, 1m wide each.

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Armour

Military Armour

MILITARY ARMOUR
Name Head AP Arm AP Leg AP Body AP Special Avail. Req. Cost
Barzilite Coat - 3 3 5 - All 0 RP
Carapace Armour 3 4 4 5 Ablative All 0 RP
Combat Armour 2 3 3 5 - All 0 RP

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Power Armour

POWER ARMOUR
Name Head AP Arm AP Leg AP Body AP Special Avail. Req. Cost
Federation Armours
Federation Fortress Armour 10 10 10 12 Ablative, Auto-Doc (1), Empowering (2), Fortified, Invulnerable (10), Sealed, Sentinel; Powered Federation Commission Only
Federation Light Power Armour 6 7 7 8 Ablative, Auto-Doc (1), Empowering (1), Light, Sealed, Sentinel; Powered Federation 2 RP
Federation Heavy Power Armour 7 8 8 9 Heavy (45); Ablative, Auto-Doc (1), Empowering (2), Sealed, Sentinel; Powered Federation 3 RP
Federation Shimmer Armour 6 7 7 8 Heavy (45), Ablative, Auto-Doc (1), Empowering (1), Sealed, Sentinel, Shimmer (2); Powered Federation 5 RP
UN Armours
Magistrate Power Armour 7 8 8 9 Heavy (35); Ablative, Auto-Doc (1), Empowering (2), Sealed, Sentinel; Powered Magistrate -
Stormtrooper Power Armour 6 7 7 8 Ablative, Auto-Doc (1), Empowering (1), Light, Sealed, Sentinel; Powered New World -
Vanguard Chameleon Armour 6 7 7 8 Ablative, Chameleon, Auto-Doc (1), Empowering (1), Light, Sealed, Sentinel; Powered New World -
XC-16 Battlesuit 12 12 12 13 Ablative, Auto-Doc (2), Dreadnought, Empowering (3), Invulnerable (10), Recoilless, Sealed, Sentinel; Powered Magistrate -

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Unique Armour

UNIQUE ARMOUR
Name Head AP Arm AP Leg AP Body AP Special Avail.
Ayanami Armours
Ayanami Light Armour 7 8 8 9 Ablative, Auto-Doc (1), Empowering (1), Light, Powered, Sealed, Sentinel, Slippery Ayanamis
Ayanami Heavy Armour 8 9 9 10 Ablative, Auto-Doc (1), Empowering (2), Heavy (45), Powered, Sealed, Sentinel, Slippery Ayanamis
Ezekiel's Armours
Emissary's Robes - 5 5 6 Angelic Silk; Rejuvenating (1), Slippery, Spirit Armour (4) Ezekiel
Raphael's Armours
Paladin's Armour 7 8 8 9 Suzanium; Ablative, Empowering (2), Light, Morning's Light, Psy-Proof (10), Rejuvenating (1) Raphael
Red Shadow Uniform - 5 5 6 Ablative, Inspirational, Recoilless, Shimmer (2), Swift (1) Raphael
Red Shadow Cape - - - 3 Chameleon Raphael
Red Shadow Kabuto Helmet 5 - - - Ablative, Intimidating, Sentinel Raphael
Sera's Armours
Tyrant's Harness 8 10 10 10 Cerovite; Ablative, Empowering (2), Fortified, Invulnerable (20), Light, Rejuvenating (2), Sealed, Sentinel, Stims Sera
Tyrant's Mantle - - - 3 Fieldblinder; Chameleon Sera
Yanmei's Armours
Conqueror's Armour - 8 8 9 Angelic Silk; Ablative, Empowering (2), Intimidating, Light, Recoilless, Rejuvenating (1), Swift (2) Yanmei
Conqueror's Cloak - - - 3 Damaskite, Shadowline; Slippery Yanmei
Conqueror's Helmet 5 - - - Intimidating, Psy-Proof (20), Sentinel Yanmei
Enemy Special Armours
Phantom Armour 6 7 7 9 Angelic Silk; Ablative, Chameleon, Light, Sealed, Sentinel, Slippery Phantom
Solomon Adept Armour 6 7 7 9 Angelic Silk; Ablative, Chameleon, Light, Sealed, Sentinel, Slippery, Spirit Armour (1) Solomon Adept
Solomon Knight Armour 7 8 8 9 Angelic Silk; Ablative, Chameleon, Empowering (1), Light, Rejuvenating (1), Sealed, Sentinel, Slippery Solomon Knight
Solomon Prime Spirit Armour 8 9 9 10 Angelic Silk; Ablative, Empowering (1), Light, Rejuvenating (1), Sealed, Sentinel, Slippery, Spirit Armour (2) Solomon Prime
Augustine's Runic Armour 8 9 9 10 Angelic Silk, Sigilite; Ablative, Empowering (1), Light, Rejuvenating (1), Sealed, Sentinel, Slippery, Spirit Armour (2) Augustine
Mantle of Azariah - - - 5 Damaskite Augustine

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Military Equipment

Demolitions

DEMOLITIONS LIST
Name Effect Req. Cost
Demo Charge 1 kg explosive. Deals 3d10X damage, Pen 10, Blast 5. Deals +1 damage, Pen and Blast per extra KG of explosive. Demolitions test to deploy/disarm. 1 RP per KG
Fusion Charge Unwieldy portable explosive that adheres to a flat surface. Deals 6d10E damage Pen 15, Blast 2. Demolitions -10 test to deploy/disarm. 4 RP

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Tools

TOOLS LIST
Name Effect Req. Cost
AT Scanner User gains +20 to Awareness tests, and may test Tech Use as a half action to perform an act identical to the AT Ping Power. Range of 50m. 1 RP
Biogel Miracle cure, use on self or other as half action. One application of biogel heals a person by TB*2 wounds or removes TB amount of Critical Damage, cure most poisons and infections, staunch blood loss, and remove a level of fatigue. Can only be used once per encounter. 1 RP
Climbing Harness +30 to Climb Tests, and character does not fall on a failed result. Power Armour compatible. 1 RP for 5
Combi Tool User gains +10 to Tech Use tests. Functions as combination of blowtorch, flashlight, lockpicks and toolbox. Attaches to arm. 1 RP
Morphine Painkiller, use on self or other as half action. A dose of Morphine lasts 3d10 rounds, or 1d10 hours if unconscious. During this time the character ignores any negative effects to their characteristics from Damage or Critical Damage and cannot be stunned. When the Morphine wears off, the character takes a -20 to strength, toughness and Agility tests for one hour. 1 RP

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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 RP Cost
Damage Increase +1 Damage. All 1 RP
High Quality Weapon gains Best Quality. +10 to hit, +1 Damage. All, Commission Only Commission
Ornate +10 to Command tests whilst wielding weapon. All, Commission Only Commission
Penetration Increase +1 Penetration. All 1 RP
Throwing Frame Weapon becomes Throwing, gaining a range of 10dm. One-Handed 1 RP
Name Handle Upgrades Weapon Type RP 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 RP
Name Weight Upgrades Weapon Type RP Cost
Balanced Weapon gains the Balanced quality or, if it possesses the Unbalanced Quality, loses it. Unwieldy Weapons become Unbalanced instead. All 2 RP
Fast Weapon gains the Fast quality. Slow weapons lose the Slow Quality instead. All 1 RP
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 RP
Light Weapon deals -1 Damage and -1 Penetration, but takes a +10 bonus to WS tests. All 2 RP
Name Technological Upgrades Weapon Type WUP Cost
Heat Weapon gains the Heat Quality. Advanced Rending, Commission Commission
Nanoblade Weapon gains the Nanoblade Quality. Advanced Rending, Commission Commission
Pneumatic Weapon gains the Pneumatic Quality. Advanced Impact, Commission Commission
Razor Sharp Weapon gains the Razor Sharp Quality. Rending, Commission Commission
Tesla Weapon gains the Tesla Quality. Impact, Commission Commission

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Ranged Weapon Upgrades

Weapons may only possess one upgrade of each type (Scope etc)
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 RP
Expanded Capacity Weapon gains +50% Higher Clip Size. All 1 RP
High Quality Weapon gains Best Quality. BS tests with this weapon take a +10 bonus. Weapon gains the Reliable quality; if it has the Unreliable quality, it instead loses it. All, Commission Only Commission
Penetration Increase +1 Penetration. All 1 RP
Range Increase Weapon gains +50% Range. All 1 RP
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
Name Sights Weapon Type Req. Cost
Hi-Accuracy Targeting Enhancer Weapon gains the Accurate Quality, replacing the Precise Quality. Basic Weapons, Commission Only Commission
Motion Predictor +10 to BS when firing on Semi or Full auto. Semi/Full Weapons 2 RP
Red Dot Laser Sight +10 to BS when firing on single shot. Pistol or Basic 1 RP
Telescopic Sight Doubles range of Weapon for purpose of bonuses/penalties, so long as user Full Aims first. Basic Weapon 1 RP
Thermal Sight User suffers no penalties due to Darkness, +20 to Perception tests at night/darkness. Basic Weapon 1 RP
Name Stock Modifiers Weapon Type Req. Cost
Bayonet Weapon now counts as a Surovite Sword in close combat, but may not be used to parry. Basic Weapon 1 RP
Fire Selector Weapon can load up to three ammo clips. Shooter may decide which clip to draw from at start of turn. Bolt, Normal or Rail Weapons 1 RP
Pistol Grip Basic Weapon may be wielded one-handed without the usual -20 penalty, but range is halved. Basic Weapons 1 RP
Melee Attachment Weapon gains a melee attack as per the Bayonet melee weapon entry. Basic Weapons Only 1 RP
Tripod/Plate Set weapon up as Full Action. When set up, weapon gains the Auto-Stabilised trait, and the wielder gains a cover bonus of 12 AP. Must be torn down as a Full before it can be moved. Basic or Heavy Weapons, Commission Only Commission

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Armour Upgrades

Armour may only possess one upgrade of each type (Helmet etc)
Name Arm Enhancements Weapon Type Req. Cost
Weapon Frame One basic weapon (or shield) may be worn along the arm, leaving the hand free to manipulate things (or wield more weapons). Power, Commission Only Commission
Name Helmet Systems Armour Type Req. Cost
Concussive Correction Headset Armour gains the Stims quality. Power, Commission Only Commission
SENTINEL Headset Armour gains the Sentinel quality. Power Armour comes inherently with this upgrade, and so the SENTINEL does not take its Helmet System upgrade slot. Military or Power 1 RP
Tactical Network Gain Gangup bonuses against enemies even with ranged attacks, so long as enemy is within sight of another ally (or allies) with Tactical Network Power 2 RP
Targeter Set Reduces total BS Penalty by 10. Military or Power 1 RP
Name Main Enhancements Weapon Type Req. Cost
Inspirational Panoply +10 to all Command tests. Command tests may affect *100 more targets. Likely to draw enemy fire. Power, Commission Only Commission
Jump Pack Gains a Jump Pack, which requires the Operate (Personal) skill. Has six loads of fuel, which may be expended as follows: as a reaction to slow a fall of any height to a harmless speed; to deal +3 damage as part of a Charge attack; to make a single movement equal to Run speed as a half action, moving over obstacles; Flight (6) for 10 Minutes. Power Armour 3 RP
Specialised Armour Armour gains the Specialised (2, Choose One) Quality. Military or Power 2 RP
Name Leg Enhancements Weapon Type Req. Cost
Magboots May be activated for free at start of wearer's turn. When activated, wearer loses 2 AB, but allows normal movement in low/zero gravity environments providing there is appropriate terrain. +10 to tests to resist being knocked prone. Power 2 RP
Name Medical Enhancements Weapon Type Req. Cost
Mediglove Attached to an arm. +20 to Medicae tests, +2 to amount healed by First Aid. Comes with 1 shot of Biogel and 10 doses of morphine (or another sort of drug). Military or Power 2 RP

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Miscellaneous Items

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