E Scale Weapons
Table of Contents
Equipment Loadout Rules
All Constructs start with three equipment slots for weapons: a Main Slot and two sidearm slots.
Main Slots can hold any weapon (A Twin-Linked weapon counts as just using one slot).
Sidearm slots can hold a pistol ranged weapon, a compact melee weapon, or a shield.
The Commission talent adds one extra Main Slot each time you buy it.
You may take weapon upgrades freely for any weapon unless the upgrade is marked Commission. You can only take a number of Commission Upgrades -total- per Construct equal to the number of Commission talents you have.
E-Scale Ranged Weaponry
- General Weapons, Ranged
- Bolt Weapons
- Fusion Weapons
- Maser Weapons
- Positron Weapons, Ranged
- Special Weapons, Ranged
- Horde Exclusive Weapons, Ranged
- Ranged Weapon Upgrades
Name | Class | Range | RoF | Dam. | Pen. | Clip | Rld. | Special | Reserve Cost |
---|---|---|---|---|---|---|---|---|---|
Pistols | |||||||||
Rail Pistol | Pistol | Close (3km) | S/2/3 | 1d10+3 | 2 | 6 | Full | Compact, Custom Ammo; Reliable | Free |
Basic Weapons | |||||||||
Rail Carbine | Basic | Close (3km) | S/3/6 | 1d10+4I | 2 | 12 | Full | Carbine, Custom Ammo; Rapid Fire, Reliable | Free |
Rail Assault Rifle | Basic | Medium (6km) | S/4/8 | 1d10+4I | 2 | 16 | Full | Custom Ammo; Reliable | Free |
Rail Battle Rifle | Basic | Long (10km) | S/-/- | 1d10+4I | 2 | 4 | Full | Custom Ammo; Accurate, Reliable, Snapshot | Free |
Heavy Weapons | |||||||||
Tactical Bazooka | Heavy | Long (10km) | S/-/- | 2d10+2X | 2 | 4 | 2Full | Special Payloads; Blast (3), Devastating (6), Indirect (2) | Free |
Rail Minigun | Heavy | Medium (6km) | -/5/10 | 1d10+4I | 2 | 30 | 2Full | Custom Ammo; Anti-Air (10), Reliable, Storm | Free |
Mounted Heavy Weapons | |||||||||
Heavy Railgun | Heavy | Orbital | S/-/- | 3d10+2I | 8 | 1 | 2Full | Mounted (20); Longshot | 10 Reserve |
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E-Scale Melee Weaponry
- General Melee Weapons
- Shields
- Pneumatic Weapons
- Positron Weapons (Melee)
- Progressive Weapons
- S2 Weapons
- Sigilite Weapons
- Special Weapons, Melee
- Horde Exclusives
- Melee Weapon Upgrades
Name | Class | Range | Dam. | Pen. | Special | Reserve | |
---|---|---|---|---|---|---|---|
One-Handed | |||||||
Double-Dynamic Glaive | Melee | - | 1d10+2R | 3 | Daiglaive; Devastating (3) | Free | |
Dynamic Blade | Melee | - | 1d10+2R | 3 | Compact, Daiglaive; Balanced | - | |
E-Power Glove | Melee | - | +1 | 0 | Power Glove | Free | |
Tesla Stake | Melee | - | 2d10+0I | 2 | Stake, Tesla | Free |
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Heavy Equipment
Note: You may only carry one piece of Heavy Equipment at a time. Evangelions and Superheavies require the 'Bulk Container' upgrade in order to carry one of these items. The Bulk Container is a Heavy Chassis upgrade for an Evangelion, and a Shoulder upgrade for a Superheavy.HEAVY EQUIPMENT | ||
---|---|---|
Name | Effect | Reserve |
Stationary Systems | ||
Strategic Dirac Beacon | A rare, advanced and fiddly piece of technology that provides a 'homing beacon' for dirac jaunts on a special 'channel'. Dirac Beacons must be placed on the ground and activated as a Full Action Tech Use test. Once activated, allies making a Dirac Jaunt may choose the Beacon as their location; so long as they pass their test, they will faultlessly appear next to the Beacon with any passengers. A Beacon is highly power-hungry however, and its batteries only last for 1d3+2 rounds. Dirac Beacons may be carried on the back. They count as Size 3 (Scrawny) objects with AP 10 and 15 wounds. | Free |
Strategic Dirac Jammer | A piece of technology that broadcasts distorting signals that make safe jaunting in or out of the location impossible. Dirac Jammers must be placed on the ground and activated as a Full Action Tech Use test. Once activated, it broadcasts a field up to 50m/5dm around it identical to the 'Lock Zone' AT Field Power at a strength of ATS 12. Dirac Jammers rely on batteries that last for 1d3+2 rounds. They may be carried on the back. They count as Size 3 (Scrawny) objects with AP 10 and 15 wounds. | Free |
Heavy Duty Portatron Generator | Portatron Generators are special mobile Positron generators designed for quick deployment and field use. Portatron Generators must be placed on the ground and activated as a Full Action Tech Use test. Once activated, the Portatron Generator generates electricity and comes with four 30dm/3km hose connectors, which are compatible with most advanced technology. Any device plugged into a Portatron Generator no longer needs to run on internal batteries and has essentially unlimited energy, although some devices might require two, three or more hoses. A Portatron Generator is good for up to six months, and may be carried on the back. They count as Size 3 (Scrawny) with AP 10 and 15 wounds. If destroyed, there is a 50% chance that a Portatron Generator will explode, hitting everything within 20dm/2km with a 2d10 P6 Positron attack. | Free |
Portable Sensor Tower | Portable Sensor Towers are 'prefab' facilities designed to scan the area around them. Portable Sensor Towers must be placed on the ground and activated as a Full Action Tech Use test. Once activated, the Portable Sensor Tower counts as having Perception 60 and Awareness+10, and will perform an Awareness test per turn. Sensor Towers run on batteries that last for 1d5+3 rounds. They may be carried on the back. They count as Size 3 (Scrawny) objects with AP 10 and 15 wounds. | Free |
Shimmer Field Generator | Advanced Federation technology that creates a distortion field around it. Shimmer Field Generators must be placed on the ground and activated as a Full Action Tech Use test. Once activated, the Shimmer Field Generator creates a 20dm/2km zone around it; any and all units within the zone are considered to have the Shimmer (+2) Quality. A Shimmer Field Generator battery lasts for 1d5+3 rounds. They may be carried on the back. They count as Size 3 (Scrawny) objects with AP 10 and 15 wounds. | Free |
page revision: 31, last edited: 28 Dec 2016 06:57