Vehicle Weapon List

Ranged Weapons

Conventional Weapons

CONVENTIONAL WEAPONS
Name Class Range RoF Dam. Pen. Clip Rld. Special Avail. Design
Secondary
Blind Launcher Secondary 80m - - - - - Blind (5) All AC/Ground
Flashbang Launcher Secondary 80m - - - - - Blast (10), Flashbang All AC/Ground
Basic
Frag Cluster Launcher Basic 150m S/3/8 2d10+4X 2 16 2 Full Blast (5), Devastating (5), Tearing All AC/Ground
Heavy
Anti-Air Launcher Heavy 500m S/2/4 2d10+5X 5 4 2 Full Anti-Air, Lock-On All AC/Ground/Air
Anti-Armor Launcher Heavy 500m S/-/- 4d10+10X 10 4 2 Full Blast (1), Lock-On All AC/Air/Bomber
Explosive Shell Launcher Heavy 2000m S/-/- 2d10+5X 5 1 Full Blast (6), Devastating (6), Indirect (3), Tearing All Artillery
Frag Quad-Launcher Heavy 500m S/2/4 2d10+5X 5 4 2 Full Blast (6), Devastating (6), Lock-On, Tearing All AC/Air/Bomber
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). BS attacks vs targets in smoke takes a -20 penalty.
Flashbang Any within blast radius must test Agility+10 or be blinded for a number of rounds equal to 1+Degrees of Failure.

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Bolt Weapons

BOLT WEAPONS
Name Class Range RoF Dam. Pen. Clip Rld. Special Avail. Design
Secondary
Heavy Bolter Secondary 150m -/-/10 1d10+7X 5 60 3 Full Devastating (5), Inaccurate, Tearing All AC/Ground/Air
Basic
Bolter Cannon Basic 160m S/-/- 2d10+10X 7 10 2 Full Tearing All AC/Ground
Bolter Repeater Basic 160m S/3/6 1d10+10X 5 120 2 Full Tearing All Air
Heavy
Heavy Bolter Cannon Heavy 250m S/-/- 3d10+10X 10 5 3 Full Blast (3), Tearing All AC/Ground
Bolt Missile Launcher Heavy 500m S/-/- 3d10+5X 7 5 2 Full Blast (4), Tearing, Lock-On All AC/Air/Bomber

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Maser Weapons

MASER WEAPONS
Name Class Range RoF Dam. Pen. Clip Rld. Special Avail. Design
Secondary
Multi-Maser Secondary 120m -/-/10 1d10+4E 6 80 2 Full Devastating (3), Inaccurate, Maser, Reliable, Variable All AC/Ground/Air
Basic
Maser Anti-Air Cannon Basic 500m S/2/3 1d10+5E 6 72 2 Full Anti-Air, Maser, Reliable, Variable All Ground
Maser Blaster Basic 320m S/3/6 2d10+4E 8 48 2 Full Maser, Reliable, Variable All AC/Ground
Maser Assault Cannon Basic 160m S/5/10 1d10+5E 7 160 2 Full Maser, Reliable, Variable All Air
Heavy
Heavy Maser Cannon Heavy 400m S/-/- 3d10+8E 12 12 3 Full Maser, Recharge, Reliable, Variable All AC/Ground
Maser Special Qualities
Maser Masers gain a +20 to confirm Righteous Furies, and possess the Proven (4) Quality.
Variable Maser Weapons have the Variable quality, which allows the gun to be fired in one of four 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
Overcharge Weapon gains +1 damage. 2 Ammo -
Overload Weapon gains +2 damage and +2 Penetration. 4 Ammo Reliable replaced with Unreliable
Tactical Hits with this weapon, even if dealing no damage, treat the enemy as though hit by a Markerlight. 1 Ammo -2 damage, Penetration
Surface Focus Weapon gains the Acid (1) Quality. Single shot only. 4 Ammo -2 Damage, Penetration

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Positron Weapons

POSITRON WEAPONS
Name Class Range RoF Dam. Pen. Clip Rld. Special Avail. Design
Secondary
Positron Gun Secondary 100m S/2/- 1d10+8E 6 24 2 Full Maximal, Positron All AC/Ground/Air
Basic
Positron Caster Basic 180m S/-/- 2d10+8E 10 8 2 Full Blast (1), Maximal, Overheats, Positron All AC/Ground
Heavy
Positron Destroyer Cannon Heavy 300m S/-/- 3d10+10E 15 8 3 Full Blast (2), Maximal, Recharge, Overheats, Positron All AC/Ground
Positron Missile Launcher Heavy 500m S/-/- 3d10+4E 10 5 2 Full Blast (2), Lock-On, Positron All AC/Air/Bomber
Positron 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
Maximum Penetration Weapon gains +5 Penetration. 4 Ammo Recharge
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
Secondary
Rail Minigun Secondary 180m -/-/10 1d10+6I 5 300 2 Full Devastating (3), Inaccurate, Reliable, Storm All AC/Ground/Air
Basic
Rail Autocannon Basic 250m S/3/4 2d10+5I 6 20 2 Full Reliable All AC/Ground
Rail Vulcan Cannons Basic 170m S/5/10 1d10+6I 6 200 2 Full Reliable, Storm All Air
Heavy
Rail Battlecannon Heavy 1,500m S/-/- 5d10+10I 5 1 2 Full Reliable All Ground
Railcannon Heavy 500m S/-/- 3d10+5I 8 20 2 Full Reliable All AC/Ground

Pulse Weapons

PULSE WEAPONS
Name Class Range RoF Dam. Pen. Clip Rld. Special Avail. Req. Cost
Secondary
Burst Cannon Secondary 180m S/5/10 1d10+7E 6 300 2 Full Devastating (3), Disruptive (1), Inaccurate, Overheats New World Army AC/Ground/Air
Basic
Pulse Railcannon Basic 250m S/-/- 2d10+10E 10 10 2 Full Disruptive (5), Precise, Unreliable New World Army AC/Ground
Heavy Burst Cannon Basic 200m S/5/10 1d10+8E 8 200 2 Full Devastating (3), Disruptive (1), Inaccurate, Overheats New World Army AC/Ground/Air
Heavy
Dual Pulse Railcannon Heavy 250m S/-/- 2d10+10E 10 10 2 Full Disruptive (5), Precise, Twin-Linked, Unreliable New World Army AC/Ground
Thunderstrike Cannon Heavy 1,000m S/-/- 3d10+10E 10 5 2 Full Disruptive (10), Recharge, Unreliable New World Army Ground

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Phantom Weapons

PHANTOM WEAPONS
Name Class Range RoF Dam. Pen. Clip Rld. Special Avail. Req. Cost
Secondary
Shuriken Cannon Secondary 180m S/5/10 1d10+3R 4 300 2 Full Devastating (5), Felling (2), Razor Sharp, Reliable, Shuriken, Storm Phantom AC/Ground/Air
Basic
Great Hyper Cannon Basic 800m S/-/- 2d10+5E 10 5 2 Full Brutal, Felling (2), Precise, Positron, Proven (5), Razor Sharp New World Army AC/Ground
Monofilament Submunition Web Launcher Basic 100m S/-/- 1d10+5R 5 5 2 Full Blast (10), Devastating (10), Razor Sharp, Tearing, Mono-Web New World Army AC/Ground
Heavy
Pulsar Cannon Heavy 500m S/-/- 3d10+3E 10 5 2 Full Brutal, Empowered, Felling (4), Positron, Proven (5), Razor Sharp, Recharge New World Army AC/Ground
Phantom Weapon Special Qualities
Empowered This weapon has the ability to contain its charge for an extended period of time, building to critical mass before firing. As a half action, the weapon wielder can expend 1 ammo to add +3 damage to the weapon's next damage roll. This stacks with itself and has no limit. The weapon must have 1 ammo left over for the attack itself, however. Empowering this weapon counts as an attack action, and so the weapon may not be fired in the same turn in which it is empowered.
Mono-Web This weapon leaves behind a dense network of extremely sharp monofilament web. Whenever this weapon is used, the squares on which it was used become Difficult Terrain (-10) for 10 rounds, or until destroyed by fire. Anyone who falls when trying to move through this space suffers a single hit as per the Mono-Web profile, treating DoF on the test as DoS for the purposes of Razor Sharp.

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Weapon Qualities

Name Effect
Anti-Air Anti-Air weapons do not take the -20 penalty for shooting at flying targets.
Indirect (X) tba
Lock On Lock-On weapons grant a +10 bonus to hit when used with the aim action. Furthermore, aim bonuses from Lock-On weapons are maintained for an extra half action after aiming, eg. aim, then move, then fire. Finally, attempts to Jink a Lock-On weapon take a -20 penalty regardless of aiming or not.
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