P Scale Equipment

Ranged weapons

Bolt Weapons

BOLT WEAPONS
Name Class Range RoF Dam. Pen. Clip Rld. Special Avail. RP
Pistols
Bolt Pistol Pistol Close (30m/3dm) S/2/- 1d10+6x 4 6 Full Compact, Special Bolts; Tearing All 1
Basic Weapons
Bolter Basic Long (100m/10dm) S/3/- 1d10+6x 4 12 Full Special Bolts; Tearing All 2
Bolt Shotgun Basic Medium (60m/6dm) S/-/- 1d10+5x 3 6 Full Special Bolts; Concussive, Scatter, Tearing All 2
Stalker Bolter Basic Long (100m/10dm) S/-/- 1d10+6x 4 6 Full Special Bolts; Accurate, Tearing All 3
Heavy Weapons
Heavy Bolter Heavy Long (100m/10dm) -/3/6 1d10+6x 4 30 2 Full Special Bolts; Anti-Air (10), Devastating (4), Tearing; Inaccurate All 5

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Flame Weapons

FLAME WEAPONS
Name Class Range RoF Dam. Pen. Clip Rld. Special Avail. RP
Basic Weapons
Assault Flamethrower Basic Close (30m/3dm) S/-/- 1d10+4E 4 8 Full Devastating (2), Flame, Spray All 2
Heavy Weapons
Heavy Assault Flamethrower Heavy Medium (60m/6dm) S/-/- 1d10+5E 5 4 2 Full Devastating (5), Flame, Spray All 3

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Fusion Weapons

FUSION WEAPONS
Name Class Range RoF Dam. Pen. Clip Rld. Special Avail. RP
Basic Weapons
Prototype Fusion Gun Basic Assault (10dm/1km) S/-/- 1d10+1E 8 3 Full Fusion; Faulty, Inaccurate, Overheats, Recharge All 4

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Maser Weapons

MASER WEAPONS
Name Class Range RoF Dam. Pen. Clip Rld. Special Avail. RP
Pistols
Maspistol Pistol Long (100m/10dm) S/2/3 1d10+3E 3 18 Full Compact, Maser, Variable; Anti-Air (10), Proven (4), Reliable All Free
Hellpistol Pistol Medium (60m/6dm) S/2/3 1d10+4E 4 12 Full Compact, Hellgun; Proven (5), Reliable All 1
Basic Weapons
Hellgun Basic Long (100m/10dm) S/2/4 1d10+4E 4 16 Full Hellgun; Proven (5), Reliable All 2
Mas Carbine Basic Long (100m/10dm) S/2/4 1d10+3E 3 24 Full Carbine, Maser, Variable; Anti-Air (10), Proven (4), Reliable All Free
Masgun Basic Very Long (150m/15dm) S/4/6 1d10+3E 3 36 Full Maser, Variable; Anti-Air (10), Proven (4), Reliable All Free
Mas Longrifle Basic Longshot S/-/- 1d10+3E 3 12 Full Maser, Variable; Accurate, Anti-Air (20), Proven (4), Reliable All 1
Tactical Maser Basic Longshot S/2/4 1d10+1E 3 40 Full Maser, Variable; Anti-Air (10), Proven (4), Reliable All Free
Heavy Weapons
Maser Cannon Heavy Very Long (150m/15dm) S/-/- 2d10+3E 10 6 2Full Maser, Variable; Anti-Air (10), Proven (4), Reliable; Bulky, Ungainly All 5
Hellstorm Vulcan Heavy Long (100m/10dm) S/4/6 1d10+5E 4 30 2Full Hellgun; Proven (5); Overheats All 5
Multi-Maser Heavy Very Long (150m/15dm) S/5/10 1d10+3E 3 80 2Full Maser, Variable; Anti-Air (20), Devastating (2), Inaccurate, Proven (4), Reliable All 4

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Positron Weapons (Ranged)

POSITRON WEAPONS
Name Class Range RoF Dam. Pen. Clip Rld. Special Avail. RP
Pistol Weapons
Positron Pistol Basic Close (30m/3dm) S/-/- 1d10+5E 7 3 Full Compact, Positron; Overheats All 2
Pulse Pistol Basic Medium (60m/6dm) S/2/3 1d10+3E 4 9 Full Compact, Modal (1), Positron All 1
Basic Weapons
Positron Gun Basic Medium (60m/6dm) S/-/- 1d10+5E 7 6 Full Maximal, Positron; Overheats All 4
Pulse Autorifle Basic Long (100m/10dm) S/3/5 1d10+3E 4 20 Full Modal (1), Positron All 2
Pulse Blaster Basic Medium (60m/6dm) S/3/- 1d10+3E 4 9 Full Modal (1), Positron; Anti-Air (10), Scatter, Inaccurate All 2
Pulse Carbine Basic Medium (60m/6dm) S/3/4 1d10+3E 4 12 Full Modal (1), Positron; Rapid Fire All 1
Pulse Sniper Rifle Basic Very Long (150m/15dm) S/-/- 1d10+3E 4 6 Full Modal (1), Positron; Accurate All 3
Heavy Weapons
Burst Cannon Heavy Long (100m/10dm) S/4/8 1d10+4E 5 40 2Full Modal (1), Positron; Anti-Air (10), Devastating (3); Inaccurate, Overheats All 3
Positron Cannon Heavy Long (100m/10dm) S/-/- 2d10+4E 12 3 2Full Maximal, Positron; Bulky, Overheats, Ungainly All 6
Pulse Railcannon Heavy Very Long (150m/15dm) S/-/- 2d10+3E 8 6 2Full Modal (5), Positron; Bulky, Ungainly All 5

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Rail Weapons

RAIL RANGED WEAPONS
Name Class Range RoF Dam. Pen. Clip Rld. Special Avail. RP
Pistols
Rail Pistol Pistol Medium (60m/6dm) S/2/3 1d10+4I 1 9 Full Compact, Custom Ammo; Reliable All Free
Basic Weapons
Rail Carbine Basic Medium (60m/6dm) S/3/6 1d10+4I 1 18 Full Carbine, Custom Ammo; Rapid Fire, Reliable All Free
Rail Assault Rifle Basic Long (100m/10dm) S/4/8 1d10+4I 1 24 Full Custom Ammo; Reliable All Free
Rail Battle Rifle Basic Very Long (150m/15dm) S/-/- 1d10+4I 1 6 Full Custom Ammo; Accurate, Reliable, Snapshot All Free
Heavy Weapons
Rail Autocannon Heavy Very Long (150m/15dm) S/2/- 2d10+1 6 4 2 Full Reliable; Bulky, Ungainly All 3
Rail Vulcan Heavy Long (100m/10dm) -/5/10 1d10+4I 1 60 2 Full Custom Ammo; Anti-Air (10), Reliable, Storm, Inaccurate All 2

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Shuriken Weapons

SHURIKEN WEAPONS
Name Class Range RoF Dam. Pen. Clip Rld. Special Avail. RP
Pistols
Shuriken Pistol Pistol Close (30m/3dm) S/2/3 1d10R 5 9 Full Compact, Shuriken; Felling (2), Rapid Fire, Razor Sharp Phantoms 2
Basic Weapons
Bane Rifle Basic Very Long (150m/15km) S/-/- 1d10R 5 1 Full Accurate, Felling (2), Paralytic Strike, Razor Sharp, Toxic (20) Phantoms 4
Shuriken Rifle Basic Medium (60m/6km) S/3/6 1d10R 5 24 Full Shuriken; Felling (2), Rapid Fire, Razor Sharp, Storm Phantoms 3
Heavy Weapons
Shuriken Cannon Heavy Long (100m/10dm) -/5/10 1d10R 5 40 2 Full Shuriken; Anti-Air (10), Devastating (2), Felling (2), Razor Sharp, Storm; Inaccurate Phantoms 6

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Explosives and Launchers

EXPLOSIVES AND LAUNCHERS
Name Class Range RoF Dam. Pen. Clip Rld. Special Avail. RP
Grenades
Blind Grenade Thrown SB*3 - - - - - Blind (5) All 1 for 2
Death Blossom Grenade Thrown SB*3 - 1d10+5E 5 - - Death Blossom, Maser; Proven (3) All 1 for 2
Flashbang Grenade Thrown SB*3 - - - - - Flashbang; Blast (10) All 1 for 2
Frag Grenade Thrown SB*3 - 2d10+2 X 0 - - Blast (4), Tearing All 1 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 for 4
Mines
Frag Mine - - - 2d10+4X 4 - - Mine; Blast (6) All 1 for 2
Motion Claymore Mine - Assault (10m/1dm) - 1d10+5I 3 - - Mine; Scatter, Spray All 1 for 2
Missiles
Frag Missile - - - 2d10+4X 4 - - Blast (6), Devastating (6), Tearing All 1 for 2
Generic Launchers
Grenade Launcher Basic Medium (60m/6dm) S/2/- - - 6 Full Loads Grenades All 1
RPG Launcher Heavy Long (100m/10dm) S/-/- - - 1 Full Loads Grenades All 2
Missile Launcher Heavy Very Long (150m/15dm) S/-/- - - 1 Full Loads Missiles All 2
Purpose-Built Launchers
Anti-Tank Launcher Heavy Very Long (150m/15dm) S/-/- 2d10+5X 10 1 2 Full Blast (1), Indirect (2), Tearing; Bulky, Ungainly All 6
SAM Launcher Heavy Longshot S/-/- 1d10+6X 10 1 Full Anti-Air (30), Lock-On; Longshot; Ungainly All 5

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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+3R 3 - - Best; Force Weapon; Accurate, Reliable, Silent Ayanamis
Ayanami Arrow (Anti-Armor) Basic, 2H - - 2d10+2X 4 - - Best; Accurate, Reliable Ayanamis
Ayanami Arrow (Bolt) Basic, 2H - - 1d10+6X 4 - - Best; Accurate, Reliable, Tearing Ayanamis
Ayanami Arrow (Incendiary) Basic, 2H - - 1d10+4E 4 - - Best; Accurate, Flame, Reliable Ayanamis
Michael's Weapons
Dexter Pistol Medium (60m/6dm) S/2/- 1d10+6x 4 6 Full Compact; Tearing, Reliable. Demo Autotimer Michael
Sinister Pistol Medium (60m/6dm) S/2/- 1d10+6x 4 6 Full Compact; Tearing, Reliable. Demo Autotimer Michael
Sera's Weapons
Lance of Cassius (Lotus) Basic 350m S/-/- 2d10+6E 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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Ranged Weapon Upgrade List

Weapons may only possess one upgrade of each type (Barrel etc)
MELEE WEAPON UPGRADES
Name Effect Weapon Type RP
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
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
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 RP of chosen weapon
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 1
Lubricated Workings This Weapon gains an extra two Degrees of Success when making a Burst attack and gains the Rapid Fire Quality. However, it takes an extra half action to reload. Pistol or Basic, General or Bolt 1
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
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 1
Skywatcher This Weapon gains the Anti Air (+10) Quality. Any 1
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
Stock Upgrades
Autoloader This Weapon reduces its reload time by one Half Action, to a minimum of Half. Any 1
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 1
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
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 1
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 2

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Melee Weapons

General Weapons (Melee)

GENERAL MELEE WEAPONS
Name Class Range Dam. Pen. Special Avail. RP
One-Handed
Combat Shield Melee - 1d5 I 0 Shield (2); Defensive All Free
Surovite Axe Melee - 1d10+2R 3 Devastating (1); Slow, Unbalanced All Free
Surovite Shortblade Melee - 1d10R 2 Compact; Balanced All Free
Surovite Knife Melee, Thrown Assault (10m/1dm) 1d5R 2 Compact; Balanced All Free
Surovite Spear Melee Close (30m/3dm) 1d10R 2 Devastating (2) All Free
Surovite Sword Melee - 1d10R 3 Balanced All Free
Tesla Baton Melee - 2d10+1E 0 Tesla; Disabling, Shock (0) All Free
Two-Handed
Surovite Greatblade Melee - 2d10+0R 3 Devastating (2); Unwieldy All 2

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Pneumatic Weapons

PNEUMATIC WEAPONS
Name Class Range Dam. Pen. Special Avail. RP
One-Handed
Smash Flail Melee - 1d10 I 3 Pneumatic; Flexible; Unwieldy All 2
Smash Hammer Melee - 1d10+1 I 3 Pneumatic; Unbalanced All 2
Smash Knuckle Melee - 1d10+SB/2 I 4 Dread-Base, Pneumatic; Concussive; Unbalanced All 3
Two-Handed
Demolisher Melee - 2d10+1I 4 Pneumatic; Concussive, Devastating (2); Unwieldy All 3

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Positron Weapons

POSITRON WEAPONS
Name Class Range Dam. Pen. Special Avail. RP
One-Handed
Positron Claws Melee - 1d10+1+SB/2E 6 Dread-Base, Positron; Power Field (25) All 4
Positron Labrys Melee - 1d10+2E 6 Positron; Devastating (2); Slow, Unbalanced All 3
Positron Naginata Melee - 1d10E 5 Positron; Devastating (3), Precise All 2
Positron Sabre Melee - 1d10+1E 5 Positron; Balanced All 2
Positron Sting Melee - 1d5E 5 Compact, Positron; Balanced, Fast All 1
Two-Handed
Annihilation Weapon Melee - 2d10E 6 Positron; Devastating (3), Power Field (30); Unwieldy All 3

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Progressive Weapons

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

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Unique Melee Weapons

UNIQUE MELEE WEAPONS
Name Class Range Dam. Pen. Special Avail.
Ayanami Weapons
Ayanami Sword Melee - 1d10+2R 3 Best; Force Weapon; AT Foci (1), Balanced Ayanamis
Ayanami Rod Melee - 1d10+1I 3 Best; Force Weapon; AT Foci (1), Balanced, Disabling Ayanamis
Ayanami Staff Melee, 2H - 2d10+1I 4 Best; Force Weapon, Pneumatic; Amp (1), AT Foci (2), AT Surge, Projection (1), Unwieldy Ayanamis
Blue's Weapons
Blueblade Melee - 1d5+2R 3 Best; Balanced, Disabling, 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 (2) Ezekiel
Sera's Weapons
Lance of Cassius (Spear, 1H) Melee, Thrown SB*2m 1d10+4R 5 Best; Drill, Hyper-Progressive, Sigilite; Amp (2), Devastating (2), Proven (4) Sera
Lance of Cassius (Spear, 2H) Melee, Thrown SB*2m 1d10+4+(SB*1.5)R 5 Best; Drill, Hyper-Progressive, Sigilite; Amp (2), Devastating (4), Proven (4) Sera
Morningstar Claw Melee - 1d10+3+SB/2R 5 Best; Dread-Base, Hyper-Progressive; Unwieldy Sera
Yanmei's Weapons
Excalibur (1H) Melee - 1d10+5R 5 Best; Excalibur, Excalibur Strike, Hyper-Progressive; Balanced, Razor Sharp Yanmei
Excalibur (2H) Melee, 2H - 2d10+5R 5 Best; Excalibur, Excalibur Strike, Hyper-Progressive; Brutal, Devastating (2), Razor Sharp; Unbalanced 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+2R 4 Best; Hyper-Progressive; Devastating (2), Proven (4), Razor-Sharp Magistrates/Isha
Phantom Weapons
Adept Sword Melee - 1d10R 3 Best; Force Weapon; Balanced, Razor Sharp Solomon Adept
Adept Staff Melee - 2d10I 4 Best; Force Weapon; Amp (1), AT Foci (2), AT Surge, Projection (1); Unbalanced Solomon Snr. Adept
Anathema Blade Melee - 1d5R 3 Compact; Balanced, Crippling, Fast, Precise, Razor Sharp, Toxic (2) Solomon Knight
Phantom Sword Melee - 1d10R 3 Balanced, Fast, Precise, Razor Sharp Phantom Adept
Reaper Sword Melee - 1d10R 4 Positron; Balanced, Fast, Felling (2), Power Field (25), Razor Sharp Phantom Adept

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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 RP
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 one's inventory. 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 1
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 1
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 Armour with the Dreadnought quality. One-Handed Shield 1
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 1
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
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
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 1
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 1

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Armour

Basic Armour

BASIC ARMOUR
Name Body Arm Leg Head Special Avail. RP
Agent Suit 3 3, Weak Spot (2) 3, Weak Spot (2) - Nondescript All Free
Barzilite Coat 3 3, Weak Spot (2) 3, Weak Spot (2) - - All Free
Carapace Armour 4 4, Weak Spot (1) 4, Weak Spot (1) 4, Weak Spot (2) - All Free

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Power Armour

POWER ARMOUR
Name Body Arm Leg Head Special Avail. RP
Federation Armours
Federation Cerovite Armour 6 6, Weak Spot (2) 6, Weak Spot (2) 6, Weak Spot (3) Cerovite; Auto-Doc (1), Empowering (1), Sealed, Sentinel; Powered Federation 3
Federation Fortress Armour 9 9, Weak Spot (2) 9, Weak Spot (2) 9, Weak Spot (2) Ablative (3), Auto-Doc (1), Dreadnought, Empowering (2), Fortified, Invulnerable (10), Recoilless, Sealed, Sentinel; Powered Federation 6
Federation Light Armour 6 6, Weak Spot (2) 6, Weak Spot (2) 6, Weak Spot (3) Auto-Doc (1), Empowering (1), Light, Sealed, Sentinel; Powered Federation 2
Federation Heavy Armour 7 7, Weak Spot (2) 7, Weak Spot (2) 7, Weak Spot (3) Heavy (40); Ablative (2), Auto-Doc (1), Empowering (2), Sealed, Sentinel; Powered Federation 3
Federation Shadowline Armour 6 6, Weak Spot (2) 6, Weak Spot (2) 6, Weak Spot (3) Shadowline; Auto-Doc (1), Empowering (1), Light, Sealed, Sentinel; Powered Federation 3
Federation Shimmer Armour 6 6, Weak Spot (2) 6, Weak Spot (2) 6, Weak Spot (3) Auto-Doc (1), Empowering (1), Sealed, Sentinel, Shimmer (2); Powered Federation 3
UN Armours
Magistrate Armour 7 7, Weak Spot (2) 7, Weak Spot (2) 7, Weak Spot (3) Heavy (35); Ablative (2), Auto-Doc (1), Empowering (2), Sealed, Sentinel; Powered Jun. Magistrate -
Stormtrooper Armour 6 7, Weak Spot (2) 7, Weak Spot (2) 7, Weak Spot (3) Auto-Doc (1), Empowering (1), Light, Sealed, Sentinel; Powered New World -
Vanguard Armour 6 7, Weak Spot (2) 7, Weak Spot (2) 7, Weak Spot (3) Chameleon (5), Auto-Doc (1), Empowering (1), Light, Sealed, Sentinel; Powered New World -
XC-16 Battlesuit 10 10, Weak Spot (2) 10, Weak Spot (2) 10, Weak Spot (3) Ablative (3), Auto-Doc (2), Dreadnought, Empowering (3), Invulnerable (10), Recoilless, Sealed, Sentinel; Powered Magistrate -

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Crafted Armour

CRAFTED ARMOUR
Name Body Arm Leg Head Special Avail. Time
Blueprint Templates
Damaskite Mantle 3 - - - Damaskite; Shimmer (2) Federation 2 TU
Damaskite Mantles
Asuka's Mantle 3 - - - Damaskite; Shimmer (2) Asuka -

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Unique Armour

UNIQUE ARMOUR
Name Body Arm Leg Head Special Avail.
Ayanami Armours
Ayanami Light Armour 7 7, Weak Spot (2) 7, Weak Spot (2) 7, Weak Spot (3) Ablative (2), Auto-Doc (1), Empowering (1), Light, Powered, Sealed, Sentinel, Slippery Ayanamis
Ayanami Heavy Armour 8 8, Weak Spot (2) 8, Weak Spot (2) 8, Weak Spot (3) Ablative (2), Auto-Doc (1), Empowering (2), Heavy (40), Powered, Sealed, Sentinel, Slippery Ayanamis
Ezekiel's Armours
Emissary's Robes 6 6 6 0 Angelic Silk; Rejuvenating (1), Slippery, Spirit Armour (4) Ezekiel
Michael's Armours
Inquisitor's Armour 7 7 7 7, (Weak Spot 3) Fieldblinder; Ablative (2), Chameleon (unl.), Light, Nondescript, Psy-Proof (10), Recoilless, Rejuvenating (1), Sentinel, Slippery Michael
Raphael's Armours
Paladin's Armour 8 8 8 8, Weak Spot (3) Suzanium; Ablative (2), Empowering (2), Light, Morning's Light, Psy-Proof (10), Rejuvenating (1), Sentinel Raphael
Red Shadow Uniform 5 5 5 0 Ablative (2), Inspirational, Recoilless, Shimmer (2), Swift (1) Raphael
Red Shadow Cape 3 - - - Chameleon (unl.) Raphael
Red Shadow Kabuto Helmet - - - 5 Ablative (2), Intimidating, Sentinel Raphael
Sera's Armours
Tyrant's Harness 9 9 9 9, Weak Spot (3) Cerovite; Ablative (3), Empowering (2), Fortified, Invulnerable (20), Light, Rejuvenating (2), Sealed, Sentinel, Stims Sera
Tyrant's Mantle 3 - - - Fieldblinder; Chameleon (unl.) Sera
Yanmei's Armours
Conqueror's Armour 8 8 8 - Angelic Silk; Ablative (2), Empowering (2), Intimidating, Light, Recoilless, Rejuvenating (1), Swift (2) Yanmei
Conqueror's Cloak - - - 3 Damaskite, Shadowline; Shimmer (2), Slippery Yanmei
Conqueror's Helmet - - - 8, Weak Spot (3) Intimidating, Psy-Proof (20), Sentinel Yanmei
Enemy Special Armours
Phantom Armour 7 7, Weak Spot (2) 7, Weak Spot (2) 7, Weak Spot (3) Angelic Silk; Chameleon (unl.), Light, Sealed, Sentinel, Slippery Phantom
Solomon Adept Armour 7 7, Weak Spot (2) 7, Weak Spot (2) 7, Weak Spot (3) Angelic Silk; Chameleon (unl.), Light, Sealed, Sentinel, Slippery, Spirit Armour (1) Solomon Adept
Solomon Knight Armour 8 8, Weak Spot (2) 8, Weak Spot (2) 8, Weak Spot (3) Angelic Silk; Ablative (2), Chameleon (unl.), Empowering (1), Light, Rejuvenating (1), Sealed, Sentinel, Slippery Solomon Knight
Solomon Prime Spirit Armour 9 9, Weak Spot (2) 9, Weak Spot (2) 9, Weak Spot (3) Angelic Silk; Ablative (2), Empowering (1), Light, Rejuvenating (1), Sealed, Sentinel, Slippery, Spirit Armour (2) Solomon Prime
Augustine's Runic Armour 9 9, Weak Spot (2) 9, Weak Spot (2) 9, Weak Spot (3) Angelic Silk, Sigilite; Ablative (2), Empowering (1), Light, Rejuvenating (1), Sealed, Sentinel, Slippery, Spirit Armour (2) Augustine
Mantle of Azariah 5 - - - Damaskite, Shimmer (2) Augustine

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Gear

Demolitions

DEMOLITIONS LIST
Name Effect RP
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 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 per charge

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Drugs, Medicine and Poisons

DRUGS, MEDICINE AND POISONS
Name Effect RP
Antintoxicants Supposedly invented in the USSR, tablets of this nature permit a person to drink alcohol whilst resisting intoxication. One antintoxicant pill lasts for 3 standard drinks, during which you gain a +20 bonus to Carouse tests. 1 per 10 pills
Biogel A miracle cure that may be applied to you or to another as a half action. One application of biogel heals a person by TB*2 wounds or removes TB amount of Critical Damage, cures most poisons and infections, staunches blood loss, and removes a level of fatigue. Can only be used once per encounter. 1 per shot
Detox Serum A new form of medical mixture that is used to purge the body of harmful substances. One dose of detox serum instantly ends all effects from any poison, gas or drug. However, the serum's effects are debilitating and involve painful vomiting, bleeding, intense sweating and more; the patient is stunned for 1d10 rounds, and takes a -20 penalty to all tests for another hour. 1 per 6 shots
Morphine A powerful painkiller that may be applied to you or to another as a half action. A dose of Morphine lasts 1d5 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. Morphine is addictive. 1 per 6 shots
Narcotoxin A potent but non-lethal drug that causes immense drowsiness and can knock someone out. When narcotoxin enters the body (either through imbibing or through a rending attack), the individual must test Toughness-30 or take 1d5 levels of fatigue. Narcotoxin can be applied to the edge of a Rending Weapon as a half; it is good for one hit, and the effects will occur so long as the target takes damage to wounds. However the toxin will dissipate if that weapon uses the Hyper-Progressive or Positron quality as part of an attack. 1 per 3 shots

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Headgear

Note: A Basic Helmet may only have one type of helmet system; Power helmets may have two.
HEADGEAR
Name Effect RP
Helmet Systems
Concussion Damper A set of mental monitors that attach to a suit's autodoc system, allowing them to correct and blunt impact trauma to the wielder. The Damper provides the Stims Quality, but may only be used on armour bearing the Auto-Doc Quality. They are incorporated into a helmet. 1
Magnoptic A modular targeter that, on command, covers the user's eyes providing enhanced targeting data. Magnoptics may be deployed as a half action; once deployed, Magnoptics increase the range of single-shot attacks by one step, to a max of Very Long. However, they also provide a -10 penalty to attacks made at Short or closer range, and a -20 penalty to parries or dodges. Magnoptics are worn on the head or incorporated into a helmet. 1
Sentinel Headset A sophisticated special forces helmet system. The headset provides the Sentinel Quality and also double as binoculars and compass. Sentinels are either worn on the head or incorporated into a helmet. Power Armour already incorporates a Sentinel Headset automatically, which does not take up an upgrade slot. 1
Tactical Network A special tactical grid system that provides advanced corrective targeting data. Whenever you make a ranged attack at a target, until the target moves, all other allies with a Tactical Network take a +10 bonus to hit against that target, which does not stack. Note that Markerlight deployments count as an attack for the purposes of a Tactical Network (and so stack). Tactical Networks are either worn on the head or incorporated into a helmet. 1
Vision Protectors Reflexive systems designed to damp the impact of sudden light flashes and the like. Vision Protectors give a +20 bonus to resist Flashbangs or similar. Vision Protectors are either worn on the head or incorporated into a helmet. 1
Basic Headgear
Comm Bead A small, unobtrusive bead that can pick up and send voice comms. Comm Beads provide clear communication with other similar systems up to 5km away, and often come with their own secure channel for battlefield operations. Worn over the ear and mouth or incorporated into a helmet; comes standard in Power Armour, where antenna increase its range to 10km. Comm range may be adversely affected by bad weather. Free
Gas Mask A sophisticated breathing mask that covers the face. It provides a +20 bonus to tests to resist effects from gases, airborne diseases or the like, and may reroll a failed test to resist these once per turn. Worn over the mouth or incorporated into a helmet; comes standard in Power Armour. Free
Low-Light Lenses A pair of lenses that automatically correct to amplify low-light vision. Wearers of low-light lenses possess the Dark Sight quality, but the wearer takes a -20 penalty to resist flashabngs; Low light lenses may be used for up to 72 hours before requiring a recharge. Worn over the eyes or incorporated into a helmet. Free
Rebreather A filtration mask that covers the face. Whilst wearing the Rebreather, you may breathe in hostile atmospheres or underwater for up to one hour. Worn over the mouth or incorporated into a helmet; comes standard in Power Armour, where it lasts practically indefinitely. Free

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Heavy Equipment

Note: You may only carry one piece of Heavy Equipment at a time.
HEAVY EQUIPMENT
Name Effect RP
Portable Systems
Ammo Backpack A heavy ammo pack designed for intense engagements. The Ammo Backpack may be secured to a single Basic or Heavy Weapon before the battle. This weapon's clip size is tripled, but it cannot be reloaded in battle; outside of battle it takes three normal-sized clips and five minutes to reload. However, if the weapon jams, it only uses a single normal clips' worth of ammo and does not need to be reloaded after unjamming. Using the Ammo Backpack reduces your Agility by -10, and if you take Critical E or X damage to the body, if there's still ammo remaining in the pack, it has a 25% chance of exploding, increasing the Critical Damage taken by 1. 2
Jump Pack A very heavy set of computer-controlled jets that fit over a Power Armour's power pack. Jump Packs require the Operate (Personal) skill. They come with 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 +2 damage as part of a Charge attack; to make a Boosted Jump; to gain the Flight (6) trait for 10 Minutes. Jump Packs may only be worn with armour possessing the Powered trait. 2
Stationary Systems
Comm Relay A bulky comm relay that allows for long-range communications. Comm Relays must be placed on the ground and activated as a Full Action Tech Use test. Once activated, allied channels routed through the comm relay now have a range of 100km. Comm Relays last for up to 24 hours. Comm Relays may be carried on the back. They count as Size 3 (Scrawny) objects with AP 10 and 15 wounds. 2
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 only lasts 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. 4
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 8. Dirac Jammers 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. 4
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 30m/3dm 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 (inc. vehicles) 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 20m/2dm with a 2d10 P6 Positron attack. 3
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 20m/20dm 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. 3
Signal Jammer A key part of electronic warfare, signal jammers block comm signals. Signal Jammers must be placed on the ground and activated as a Full Action Tech Use test. Once activated, the Signal Jammer blocks all unauthorised signals within 1km. Signal Jammers last for up to an hour. They may be carried on the back. They count as Size 3 (Scrawny) objects with AP 10 and 15 wounds. 2

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Overlays

Note: Armour may only have one overlay at a time.
Overlays
Name Effect RP
Camo Overlay Camo pattern designed to help blend into certain terrain. On purchase, choose a surrounding (urban, arctic, forest, desert, plain). So long as you are operating in that sort of surrounding you take a +10 bonus to stealth tests. Free
Inspirational Panoply A highly visible set of clothes, capes or badges designed to inspire others. You gain a +10 bonus to Command tests, and reduce the Inspire use of the Command skill by one half action. Any allies within visual range take a +10 bonus (which doesn't stack with itself) to Willpower tests. However, you take a -30 penalty to Stealth tests and enemy Hordes take a +15 bonus to hits against you. 2

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Tools

Note: An arm may only have one tool attached to it at any given time.
TOOLS LIST
Name Effect RP
Advanced Tools
AT Scanner The AT Scanner is a powerful scanner capable of detecting AT Fields and thus life signs. It can be used with a Tech-Use Test, in which it acts as the AT Ping AT Field power with a range of 80m/8dm. The Scanner can be held in the hand or attached to an arm. 2
Combi Tool The Combi-Tool is a variable tool that can at any time function as a blowtorch, infantry lamp, digital lockpicks and toolbox. On top of these uses, the Combi-Tool provides a +10 bonus to Tech-Use tests. The Combi-Tool can be held in the hand or attached to an arm. 2
Comm Interceptor The Comm Interceptor is a heavy hand-held object that allows the wielder to tap into local communication channels. You select a signal or transmission within 1km and make a Tech Use test, which may be modified by weather or the nature of the signal; on a success, you receive the signal for 1 minute, plus another per Degree of Success on the test. If you fail by 3 degrees or more, then those on the channel become aware that someone is trying to listen in. The Interceptor is held with both hands. 1
Digital Lockpicks Digital Lockpicks function both as actual lockpicks but also as a sophisticated device to break through digital security. They provide a +20 bonus to security tests against manual locks and a +10 bonus to tests hack computer-protected systems. Digital Lockpicks are held in both hands. 1
Eternity Tear Eternity Tears are small brilliant gemstones made of a material capable of holding in itself the power of the soul itself. Although its unofficial purpose is to protect souls from the Eternity Drive, clever AT Field users quickly realised they can be used to store energy reserves. If you possess an AT Field, then you may charge a single Eternity Tear with your AT Field energy. This stores a number of ATP within the Tear equal to twice your Willpower Bonus, which you may tap into and use as you would ATP normally. Any ATP spent from the Tear is permanently expended until recharged. An Eternity Tear takes twelve hours to recharge, and must be in permanent contact with you the entire time. Eternity Tears are held in the hand. 1
Grappling Gun The Grappling Gun contains a tough barzilite rope, a durable hook and a powerful launching mechanism. Grappling Guns have a range of Very Long (150m/15dm) and may be fired as a Half Action onto a stationary surface, where it will catch as a BS or Acrobatics+30 test. Once hooked, it can be safely climbed without tests, but never faster than a Full Move. The hook may be retracted as a free. However, this mechanism can also be used to hurl you towards a destination; this requires an Acrobatics test and is a Half Action, but may be increased to a Full in exchange for a +10 bonus. A failure fails to move the user; failure by 3 degrees or more propels you a third of the way before promptly dropping you. A result of 96+ as well as 3 DoF rips the gun from you; it zips toward the location, where it then uselessly hands. The Grappling Gun can be held in the hand or attached to an arm. 1
Magboots Magboots are often bulky attachments that fit over each leg; they may be activated as a Free Action on your turn. This reduces your Agility by 10, but but allows normal movement in low/zero gravity environments (or in other comparable ones) providing there is appropriate terrain. They also provide a +10 bonus to being knocked prone. Magboots are worn on both legs. 1
Mediglove The Mediglove functions similarly to a Medikit; however, it is miniaturised and contains diagnosers and electronic dispensers, making one's job easier. Medigloves provide a +10 bonus to all Medicae tests, plus an extra +10 bonus to First Aid tests (for a total of +20); in both situations, it is assumed that the Mediglove has enough supplies for up to 20 uses. On top of that, a Mediglove comes with a single shot of biogel, an injector and up to six shots of morphine or detox serum, which must be replenished separately. Medigloves are attached to an arm. 2
Basic Tools
Binoculars A pair of lenses allowing people to see much farther than they otherwise would. Binoculars reduce the overall penalties to spot something with a sight-based Perception test by 20. Binoculars are held in the hand. Free
Blowtorch Blowtorches use either a small flame or on more advanced models, a laser torch, to weld or cut through metal. A Blowtorch can, on average, cut through 10cm of metal in an hour, although this can fluctuate depending on the metal. Blowtorches are held in the hand. Free
Climbing Harness The Climbing Harness provides a series of ropes and hooks that make climbing much easier. The Harness provides a +20 bonus to Climb tests and you no longer fall if you fail a test. The Climbing Harness is worn over the torso and can be worn with any type of armour providing it does not have the Dreadnought Quality. Free
Compass A highly useful tool that allows people to orient themselves. Provides a +10 bonus to Navigation tests and allows an individual to know which direction they are facing. Compasses are held in the hand. Free
Glow Lamp Glow Lamps are useful items that can be set to produce a bubble of light or a more focused beam. Glow Lamps can create light up to Medium Range (60m/6dm) in all directions, or a cone of light up up to Long Range (100m/10dm) in a single direction. Glow Lamp batteries run for ten hours, and can be solar-charged by being placed in direct sunlight for 4 hours. They are held in the hand or attached to the arm. Free
Lockpicks A series of tools used to pick locked doors. Lockpicks give you a +10 bonus to security tests against manual locks. Lockpicks require both hands to use. Free
Medikit The Medikit is a watertight container containing various medical goods- bandages, antiseptic, pocket masks, airways, stethoscopes and cutting tools. Medikits provide a +20 bonus to First Aid tests and a +10 bonus to Extended Care tests; in both situations, it is assumed that the Medikit has enough supplies for up to 40 uses. On top of that, a medikit comes with an injector and up to six shots of morphine or detox serum, which must be replenished separately. Using a Medikit requires both hands. 1
Parachute A backpack-like object tied to you with a harness designed to slow falling speed. Parachutes may be deployed as a Half or Reaction, and will slow your descent to 5m per round. Parachutes must be deployed at a height of 50m or higher to have any effect, however. Parachutes are worn on the back. Free
Toolbox Toolboxes contain an assortment of tools, typically hammers, saws, chisels, crowbars, wrenches, vises and bolt cutters, as well as nails and bolts. Using a toolbox requires two hands. Free

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