Weapon Entries

Ranged Weapons

General Weapons (Ranged)

GENERAL RANGED WEAPONS
Name Class Range RoF Dam. Pen. Clip Rld. Special WUP
Pistols
Rail Pistol Pistol Close (30dm/3km) S/2/3 1d10+3 2 6 Full Compact, Custom Ammo; Reliable Free
Basic Weapons
Rail Carbine Basic Close (30dm/3km) S/3/6 1d10+4I 2 12 Full Carbine, Custom Ammo; Rapid Fire, Reliable 1 WUP
Rail Assault Rifle Basic Medium (60dm/6km) S/4/8 1d10+4I 2 16 Full Custom Ammo; Reliable 1 WUP
Rail Battle Rifle Basic Long (100dm/10km) S/-/- 1d10+4I 2 4 Full Custom Ammo; Accurate, Reliable, Snapshot 2 WUP
Heavy Weapons
Heavy Railgun Heavy Longshot S/-/- 3d10+2I 8 1 2Full Mounted (20); Longshot 8 WUP
Tactical Bazooka Heavy Long (100dm/10km) S/-/- 2d10+2X 2 4 2Full Special Payloads; Blast (6), Devastating (6), Indirect (2) 4 WUP
Rail Minigun Heavy Medium (60dm/6km) -/5/10 1d10+4I 2 30 2Full Custom Ammo; Anti-Air (10), Reliable, Storm, Inaccurate 4 WUP

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Bolt Weapons

BOLT WEAPONS
Name Class Range RoF Dam. Pen. Clip Rld. Special Req. Cost
Pistols
Bolt Pistol Pistol Assault (10dm/1km) S/2/- 1d10+6x 5 4 Full Compact, Special Bolts; Tearing 2 WUP
Basic Weapons
Bolter Basic Medium (60dm/6km) S/3/- 1d10+6x 5 6 Full Special Bolts; Tearing 4 WUP
Bolt Shotgun Basic Close (30dm/3km) S/-/- 1d10+6x 5 3 Full Special Bolts; Concussive, Scatter, Tearing 5 WUP
Bolt Burstgun Basic Medium (60dm/6km) S/-/- 1d10+5x 4 3 Full Special Bolts; Anti-Air (10), Blast (4), Devastating (4), Indirect (3), Tearing 5 WUP
Stalker Bolter Basic Medium (60dm/6km) S/-/- 1d10+6x 5 3 Full Special Bolts; Accurate, Tearing 5 WUP
Storm Bolter Basic Medium (60dm/6km) S/3/4 1d10+6x 5 8 Full F-Type, Special Bolts; Tearing 6 WUP
Heavy Weapons
Earthshaker Heavy Very Long (150dm/15km) S/-/- 2d10+4x 7 1 2 Full Tearing, Blast (6), Devastating (10), Indirect (3), Longshot, Quelling; Mounted (20) 8 WUP
Heavy Bolter Heavy Medium (60dm/6km) -/3/6 1d10+7x 5 18 2 Full Special Bolts; Anti-Air (10), Devastating (4), Tearing; Inaccurate, Mounted (10) 8 WUP

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Fusion Weapons

FUSION WEAPONS
Name Class Range RoF Dam. Pen. Clip Rld. Special Req. Cost
Pistols
Fusion Lance Pistol Assault (10dm/1km) S/-/- 1d10+2E 6 2 Full Compact, Fusion; Inaccurate, Overheats 3 WUP
Basic Weapons
Fusion Gun Basic Close (30dm/3km) S/-/- 1d10+2E 6 4 Full Fusion; Inaccurate, Overheats, Recharge 6 WUP
Fusion Wavegun Basic Close (30dm/3km) S/-/- 1d10+1E 5 2 Full Fusion; Spray; Inaccurate, Overheats 7 WUP
Heavy Weapons
Fusion Cannon Heavy Close (30dm/3km) S/-/- 2d10+1 8 3 2 Full Fusion; Inaccurate, Mounted (20), Overheats, Recharge 9 WUP
Fusion Multi-Gun Heavy Close (30dm/3km) S/3/- 1d10+2E 6 6 Full Fusion; Inaccurate, Overheats, Recharge 8 WUP

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Maser Weapons

MASER WEAPONS
Name Class Range RoF Dam. Pen. Clip Rld. Special Req. Cost
Pistols
Maspistol Pistol Medium (60dm/6km) S/2/3 1d10+3E 4 12 Full Compact, Maser, Variable; Anti-Air (10), Proven (4), Reliable 1 WUP
Hellpistol Pistol Close (30dm/3km) S/3/- 1d10+4E 5 9 Full Compact, Hellgun; Proven (5), Reliable 2 WUP
Basic Weapons
Hellgun Basic Medium (60dm/6km) S/2/3 1d10+4E 5 12 Full Hellgun; Proven (5), Reliable 4 WUP
Masgun Basic Long (100dm/10km) S/4/6 1d10+3E 5 24 Full Maser, Variable; Anti-Air (10), Proven (4), Reliable 2 WUP
Mas Carbine Basic Medium (60dm/6km) S/2/4 1d10+3E 5 16 Full Carbine, Maser, Variable; Anti-Air (10), Proven (4), Rapid-Fire, Reliable 2 WUP
Mas Longrifle Basic Very Long (150dm/15km) S/-/- 1d10+3E 5 8 Full Maser, Variable; Accurate, Anti-Air (20), Proven (4), Reliable 4 WUP
Tactical Maser Basic Very Long (150dm/15km) S/2/4 1d10+1E 3 30 Full Maser, Variable; Anti-Air (10), Proven (4), Reliable 2 WUP
Heavy Weapons
Hellgun Annihilator Heavy Medium (60dm/6km) S/-/- 2d10+4E 6 4 2Full Hellgun; Blast (3), Proven (5); Mounted (20), Overheats 7 WUP
Hellstorm Vulcan Heavy Medium (60dm/6km) S/3/4 1d10+5E 5 16 2Full Hellgun; Proven (5); Mounted (20), Overheats 7 WUP
Mascannon Heavy Longshot S/-/- 2d10+2E 6 12 2Full Maser, Variable; Anti-Air (10), Longshot, Proven (4), Reliable 6 WUP
Multi-Maser Heavy Long (100dm/10km) S/5/10 1d10+3E 5 60 2Full Maser, Variable; Anti-Air (20), Devastating (2), Inaccurate, Proven (4), Reliable 6 WUP

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Positron Weapons (Ranged)

POSITRON WEAPONS
Name Class Range RoF Dam. Pen. Clip Rld. Special Req. Cost
Pistol Weapons
Pulse Pistol Basic Close (30dm/3km) S/2/3 1d10+4E 4 6 Full Compact, Modal (1), Positron 2 WUP
Basic Weapons
Positron Gun Basic Medium (60dm/6km) S/2/- 1d10+5E 7 6 Full Maximal, Positron; Overheats 6 WUP
Pulse Autorifle Basic Medium (60dm/6km) S/3/5 1d10+4E 4 10 Full Modal (1), Positron 3 WUP
Pulse Blaster Basic Close (30dm/3km) S/3/- 1d10+4E 4 6 Full Modal (1), Positron; Anti-Air (10), Scatter, Inaccurate 4 WUP
Pulse Carbine Basic Close (30dm/3km) S/3/4 1d10+4E 4 8 Full Carbine, Modal (1), Positron; Rapid-Fire 3 WUP
Pulse Sniper Rifle Basic Long (100dm/10km) S/-/- 1d10+4E 4 4 Full Modal (1), Positron; Accurate 4 WUP
Heavy Weapons
Burst Cannon Heavy Medium (60dm/6km) S/4/8 1d10+4E 5 30 2Full Modal (1), Positron; Anti-Air (10), Devastating (3); Inaccurate, Overheats 6 WUP
Positron Cannon Heavy Long (100dm/10km) S/-/- 2d10+2E 8 6 2Full Maximal, Positron; Mounted (20); Overheats 8 WUP
Positron Great Cannon Heavy Longshot S/-/- 3d10+6E 12 1 2Full Maximal, Great Cannon, Positron; Line, Longshot; Overheats 12 WUP
Pulse Railcannon Heavy Very Long (150dm/15km) S/-/- 2d10+2E 6 4 2Full Modal (5), Positron; Accurate 7 WUP

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Ranged Weapon Upgrade List

Weapons may only possess one upgrade of each type (Barrel etc)
MELEE WEAPON UPGRADES
Name Effect Weapon Type WUP Cost
Generic Upgrades
Masterwork The Weapon gains the Best Quality. Any Commission
Accessories
Markerlight This Weapon possesses a markerlight. As a Half Action, you may hit an enemy body part with a marker; you then designate one ally. That ally receives a +10 bonus to BS against that target until the start of your next turn. If a single body part is struck three times with a markerlight in the same turn, then Called Shots against that location are nulled, and any Horde attacks against that target automatically hit that body part. Any 1 WUP
Smoke Launcher This Weapon now possesses a Smoke Launcher, loaded with a single Blind Grenade. As a Half Action, you may fire and automatically hit with the Blind Grenade. It has Medium Range (60dm/6km). Basic or Heavy Only 1 WUP
Barrel Upgrades
Hot Shot Pack The Weapon gains +2 Damage and Proven (+2). However, it halves its ammo clips and gains the Overheat Quality. If it already possesses the Overheat Quality, then when it Overheats it is also destroyed. Any Maser Commission
S² Rifling The Weapon's 'Positron Quality' now ignores 15% of Deflection per Penetration. Any Positron Commission
Smart Demotimer The Weapon deals +1 damage per 2 Degrees of Success, to a maximum of +3. When used with a Burst attack only the first hit to deal damage after TB and AP gains the benefit. Any Bolt Commission
Design Upgrades
Bayonet The Weapon now has special fixtures in place that allow a Compact melee weapon to be attached to the end. Regardless of the weapon's traits, parries with a Bayonet always take a -20 penalty. Any Basic 1 WUP
Combi-Weapon Before a battle, select one Pistol or Basic Weapon to be the 'Combi Weapon'. Your Weapon may fire this Combi Weapon at any time with the normal action, but the weapon is single-shot only, and is treated as having a clip size of 1. Any Basic or Heavy Half of Combi WUP
Cut-Down Form The Weapon loses -1 Damage and reduces its range by one step. However, it gains the Compact quality and is now treated as though it were a pistol in all ways. Any Basic 3 WUP
Lubricated Workings This Weapon gains an extra two Degrees of Success when making a Burst attack and gains the Burst Quality. However, it takes an extra half action to reload. Pistol or Basic, General or Bolt 3 WUP
Sight Upgrades
HiAcc Target Enhancer The Weapon gains the Accurate Quality. If the Weapon has the Precise Quality, it loses it. Any non-Inaccurate Commission
Guidance Sight Attacks with this Weapon, so long as they're attacking the same target they attacked last turn, gain a +10 bonus to hit. Any 1 WUP
Laser Sight Aimed Attacks made with this weapon incur a -5 penalty to dodge, plus another -5 per 2 Degrees of Success, to a maximum of -20. Any 2 WUP
Skywatcher This Weapon gains the Anti Air (+10) Quality. Any 1 WUP
Thermal Sight Aimed Attacks with this weapon treat darkness as being one tier less than it is (Darkness becomes low light becomes normal), and the attack halves the penalties from smoke and fog. Any 1 WUP
Stock Upgrades
Autoloader This Weapon reduces its reload time by one Half Action, to a minimum of Half. Any 1 WUP
Coolant Pack This Weapon now overheats on a roll of 96 or more, and may reroll Overheat damage and take the preferred result. Overheating Weapons Only 2 WUP
Extra Grip This Weapon may be fired one-handed without penalty. However, whenever it is fired one-handed its range drops by one step, and it gains the Inaccurate Quality. Any Basic 1 WUP
Fire Selector This Weapon may be loaded with up to three clips of ammo at once; before firing, you may choose which clip to draw from. However, the weapon loses the Reliable Quality; if it doesn't have the Reliable Quality then it gains the Unreliable Quality. Bolt or General 3 WUP
Suropod This Weapon gains a Suropod (a sort of special surovite tripod). It may be set up in a stationary spot as a Full Action. So long as it is set up, this Weapon increases its range by one step (to a maximum of 'Very Long'), reduces the Burst hit penalty by 10 and counts as Auto-Stabilised. Basic or Heavy Only Commission

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Melee Weapons

General Weapons (Melee)

GENERAL MELEE WEAPONS
Name Class Range Dam. Pen. Special WUP
One-Handed
Double-Dynamic Glaive Melee - 1d10+2R 2 Daiglaive; Devastating (2) 4 WUP
Dynamic Blade Melee - 1d10+2R 2 Compact, Daiglaive; Balanced -
E-Power Glove Melee - +1 0 Power Glove 1 WUP for 2
Tesla Stake Melee - 2d10+0I 2 Stake, Tesla 1 WUP

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Shields

SHIELDS
Name Class Range Dam. Pen. Special WUP
One-Handed
Combat Shield Melee - 1d5+0I 0 Shield (2); Defensive Free
AM Shield Melee - 1d5+0I 0 Shield (2); Defensive, Specialised (E, 2) 3 WUP
Blast Shield Melee - 1d5+0I 0 Shield (2); Defensive, Specialised (X, 2) 3 WUP
ESV Unit Melee - 1d5+0I 0 Shield (2); Ablative (6), Defensive 5 WUP
Plate Shield Melee - 1d5+0I 0 Shield (2); Defensive, Specialised (R, 2) 3 WUP
Sloped Shield Melee - 1d5+0I 0 Shield (2); Defensive, Specialised (I, 2) 3 WUP
Two-Handed
Fortress Shield Melee - 1d5+0I 0 Fortress, Shield (5); Ablative (10) 8 WUP
Shield Special Qualities
Fortress The Fortress Shield is big enough for an Eva to hide behind. It counts as a shield with the Shield (5) quality that covers all locations, but requires both arms to use. The shield cannot be used to parry unless you have Strength 50 and even then, you take a -10 penalty. Any attacks made with the shield count as a Knockdown attempt with a +10 bonus. As a half action, you may set the shield to face a specific direction. Any ranged attack from that direction that requires a BS test hits the shield instead. Auto-hitting ranged attacks or blast attacks ignore the shield. Melee attacks from that direction from a foe of equal or smaller size than you also hit the shield. Even if the shield's Ablative coating is burned away, the shield still counts as Cover (8) so long as it is set. This Cover does not deplete.
Specialised (I/R/E/X, Y) Shields with this quality increase their Shield (X) value by Y when hit by weapons of the corresponding damage type.

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Pneumatic Weapons

PNEUMATIC MELEE WEAPONS
Name Class Range Dam. Pen. Special WUP
One-Handed
Smash Flail Melee - 1d10+2I 4 Pneumatic; Flexible; Unwieldy 4 WUP
Smash Hammer Melee - 1d10+4I 4 Pneumatic; Unbalanced 4 WUP
Smash Knuckle Melee - 1d10+3+SB/2 I 5 Fist-Base, F-Type, Pneumatic; Concussive; Unbalanced 4 WUP
Smash Stake Melee - 1d10+2I 4 Pneumatic, Stake 2 WUP
Two-Handed
Demolisher Melee - 2d10+1I 6 Pneumatic; Concussive, Devastating (2); Unwieldy 6 WUP

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Positron Weapons (Melee)

POSITRON MELEE WEAPONS
Name Class Range Dam. Pen. Special WUP
One-Handed
Positron Claws Melee - 1d10+1+SB/2E 7 Fist-Base, F-Type, Positron, Power Field (25) 6 WUP
Positron Labrys Melee - 1d10+3E 7 Positron; Devastating (2); Slow, Unbalanced 6 WUP
Positron Naginata Melee - 1d10E 5 Positron; Devastating (3), Precise 5 WUP
Positron Sabre Melee - 1d10+1E 6 Positron; Balanced 5 WUP
Positron Sting Melee - 1d5+1E 5 Compact, Positron; Balanced, Fast 4 WUP
Two-Handed
Annihilation Weapon Melee - 2d10E 7 Positron; Devastating (3), Power Field (30); Unwieldy 7 WUP

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Progressive Weapons

HYPER-PROGRESSIVE MELEE WEAPONS
Name Class Range Dam. Pen. Special WUP
One-Handed
Hyper Knife Melee - 1d5+3R 3 Compact, Hyper-Progressive; Balanced, Fast, Proven (3) 2 WUP
Hyper Axe Melee - 1d10+5R 5 Hyper-Progressive; Devastating (2), Proven (4); Slow, Unbalanced 5 WUP
Hyper Claw Melee - 1d10+4+SB/2R 5 Fist-Base, F-Type, Hyper-Progressive; Proven (4) 6 WUP
Hyper Sarissa Melee, Thrown Close (30dm/3km) 1d10+3R 3 Hyper-Progressive, Sarissa; Devastating (3), Proven (5) 5 WUP
Hyper Sword Melee - 1d10+4R 3 Hyper-Progressive; Balanced, Proven (4) 4 WUP
Two-Handed
Executioner Melee - 2d10+2R 5 Progressive; Cleaving, Devastating (3), Proven (5); Unwieldy 7 WUP

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S² Weapons

SUPER SOLENOID MELEE WEAPONS
Name Class Range Dam. Pen. Special WUP
One-Handed
Force Blade Melee, Thrown Assault (10dm/1km) 1d5+2R 1 Compact, Force; Balanced, Fast 3 WUP
Force Francisca Melee, Thrown Close (30dm/3km) 1d10+4R 3 Force; AT Foci (1), Devastating (2); Slow, Unbalanced 5 WUP
Force Spear Melee, Thrown Close (30dm/3km) 1d10+1R 2 Force; AT Foci (1), Devastating (3) 5 WUP
Force Staff Melee - 1d10+1I 2 Force; AT Foci (2), Defensive, Projection (1) 4 WUP
Force Sword Melee - 1d10+3R 2 Force; AT Foci (1), Balanced 4 WUP
Two-Handed
Force Great Weapon Melee - 2d10+1 I/R 3 Force; AT Foci (2), Devastating (3); Unwieldy 6 WUP

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Sigilite Weapons

SIGILITE MELEE WEAPONS
Name Class Range Dam. Pen. Special WUP
One-Handed
Sigilite Blade Melee, Thrown Assault (10dm/1km) 1d5+2R 3 Compact, Sigilite; AT Foci (1), Balanced, Fast 6 WUP
Sigilite Lance Melee, Thrown Close (30dm/3km) 1d10+1R 4 Sigilite; AT Foci (2), Binary, Devastating (3) 8 WUP
Sigilite Staff Melee - 1d10+1I 3 Sigilite; Amp (2), AT Foci (3), Binary, Defensive, Projection (1) 8 WUP
Sigilite Sword Melee - 1d10+2R 4 Sigilite; AT Foci (2), Balanced, Binary 7 WUP

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Melee Weapon Upgrade List

Weapons may only possess one upgrade of each type (Weight etc)
MELEE WEAPON UPGRADES
Name Effect Weapon Type WUP Cost
Generic Upgrades
Masterwork The Weapon gains the Best Quality. Any Commission
Blade/Head Upgrades
Replacement Fitting This weapon comes with a spare head that may be stored in a wing dock like a Compact weapon. If the head of your weapon is ever destroyed such as through the Power Field Quality, you may attach the spare head to it as a Ready action. Any non-Compact non-Shield 2 WUP
Power Surgepack This Weapon gains '+1 Penetration and the Power Field (25) Quality; however, it now gains the Overheat Quality. If it already has the Power Field Quality then it gains +10. Any Positron Commission
Ramming Engine This Weapon adds SB/2 damage to All Out Attacks. Any Pneumatic Commission
Spare Housing The first time per battle that the head of this weapon is ever destroyed such as through the Power Field Quality, a replacement head automatically emerges from the hilt. Any Compact 2 WUP
Territorpor This Weapon gains the AT Leech Quality. Any S² or Sigilite Commission
Vibration Spike This Weapon, whenever it inflicts Critical Damage, inflicts one extra. Any Rending Commission
Design Upgrades
Expanded Area The Shield's Shield Quality increases by 1, and it now covers the body and head as well as the equipped arm. However, you take a -10 penalty to all WS actions with both hands, unless you are using F-Type Equipment. One-Handed Shield 3 WUP
Shorter Form The Weapon loses -1 Damage and Penetration. However, it gains the Compact quality and may now be thrown at Close Range (30dm/3km). Any Non-Compact non-Shield 3 WUP
Handle Upgrades
Extended Handle The weapon may be wielded two-handed. When wielded two-handed, it gains SB/2 damage and Devastating (+1). One Handed, Non-Compact, Non-General Commission
Fitted Grip The weapon gains the Precise Quality. Any 1 WUP
Grip Retainer Attempts to disarm this weapon take a -20 penalty, and in situations where you would drop a weapon due to critical damage effects (bar the sort that remove the hand or arm), you instead retain it. Any 1 WUP
Weight Upgrades
Heavier Model The weapon gains +2 Damage. However, it loses the Balanced and Fast Qualities. If it doesn't have Balanced, it instead gains Unbalanced. If it's already Unbalanced, it loses Unbalanced and Slow and gains Unwieldy instead. If it's already Unwieldy, then attacks with this weapon are at a -10 penalty. Any 2 WUP
Lighter Model The weapon loses -1 Damage and Penetration. However, it loses the Unwieldy Quality and gains Unbalanced instead. If it's already Unbalanced, it loses that quality (but not Slow). Otherwise, it gains the Balanced Quality; if it already has the Balanced Quality, it gains the Fast Quality instead. If it already has the Fast Quality, then attacks with this weapon take an extra -10 penalty to parry. Any 2 WUP
Technological Upgrades
Heat Weapon gains the Heat Quality. General Rending Only 1 WUP
Hyper-Progressive Weapon gains the Hyper-Progressive Quality. General Rending Only 2 WUP
Nanoblade Weapon gains the Nanoblade Quality. General Rending Only 2 WUP
Positron Weapon gains the Positron Quality. General Only 2 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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