Primary Weapons
Pistols
Name |
Damage |
Critical |
Range |
Qualities |
Hand Cannon |
9 |
2 |
Medium |
Accurate(1) |
Accurate (x)(passive): The attacker adds +(x)b to their Attacks with this weapon.
Name |
Damage |
Critical |
Range |
Qualities |
Sidearm |
8 |
3 |
Medium |
Linked(1) |
Linked (x)(aa)(active) This quality may be triggered up to (x) times, each time this quality is triggered the initial target suffers one additional hit from this weapon. These additional hits inflict the same damage as the initial hit (base damage + hits in most cases). These additional hits can only be allocated to the initial target. A Linked weapon can inflict up to one Critical Hit per hit scored if they have sufficient Advantages to spend.
Name |
Damage |
Critical |
Range |
Qualities |
SMG |
7 |
3 |
Short |
Auto-fire |
Autofire (aa)(active): Attacks with this weapon are made at +d. If the Attack hits, the attacker may trigger this quality multiple times to deal an additional hit to the target. These additional hits inflict the same damage as the initial hit (base damage + hits in most cases). These additional hits can be allocated to the initial target, or other valid targets for the weapon. An Autofire weapon can inflict up to one Critical Hit per hit scored if they have sufficient Advantages to spend.
Rifles
Name |
Damage |
Critical |
Range |
Qualities |
Auto Rifle |
6 |
3 |
Medium |
Auto-Fire |
Autofire (aa)(active): Attacks with this weapon are made at +d. If the Attack hits, the attacker may trigger this quality multiple times to deal an additional hit to the target. These additional hits inflict the same damage as the initial hit (base damage + hits in most cases). These additional hits can be allocated to the initial target, or other valid targets for the weapon. An Autofire weapon can inflict up to one Critical Hit per hit scored if they have sufficient Advantages to spend.
Name |
Damage |
Critical |
Range |
Qualities |
Pulse Rifle |
7 |
3 |
Long |
Linked(2) |
Linked (x)(aa)(active) This quality may be triggered up to (x) times, each time this quality is triggered the initial target suffers one additional hit from this weapon. These additional hits inflict the same damage as the initial hit (base damage + hits in most cases). These additional hits can only be allocated to the initial target. A Linked weapon can inflict up to one Critical Hit per hit scored if they have sufficient Advantages to spend.
Name |
Damage |
Critical |
Range |
Qualities |
Scout Rifle |
8 |
2 |
Long |
Accurate(1) |
Accurate (x)(passive): The attacker adds +(x)b to their Attacks with this weapon.
Bow
Name |
Damage |
Critical |
Range |
Qualities |
Bow (Quickdraw) |
6 |
3 |
Medium |
Linked(1) |
Bow (Full Draw) |
7 |
2 |
Long |
Accurate (1) ; Pierce(1) ; Prepare(1) |
Linked (x)(aa)(active) This quality may be triggered up to (x) times, each time this quality is triggered the initial target suffers one additional hit from this weapon. These additional hits inflict the same damage as the initial hit (base damage + hits in most cases). These additional hits can only be allocated to the initial target. A Linked weapon can inflict up to one Critical Hit per hit scored if they have sufficient Advantages to spend.
Accurate (x)(passive): The attacker adds +(x)b to their Attacks with this weapon.
Pierce (x)(passive): This weapon ignores up to (x) points of Soak.
Prepare (x)(passive): This weapon must perform (x) Manoeuvres preparing before an Attack can be made with it.
Special Weapons
Name |
Damage |
Critical |
Range |
Qualities |
Breech Grenade Launcher |
12 |
3 |
Medium |
Blast(6) ; Inaccurate(1) ; Knockback(6) ;
Limited(1) |
Blast (x)(aa)(active): When this quality is activated each character (friend or foe) within Short Range of the target suffers damage equal to this weapon's Blast quality (plus hits as normal).
In addition, this quality can be activated on a missed attack roll for aaa, in which case the initial target and all characters in Short Range take Blast damage as described above.
Inaccurate (x)(passive): Add +(x)b to each Attack made with this weapon.
Knockback (x)aa)(active): When this quality is triggered the target is moved directly backward one Range Band. If this movement would cause them to come into contact with another character or object both the target and anything they strike takes (x) damage. This quality requires an additional a for each Silhouette the target has above 1.
Limited (x)(passive): A weapon with this quality can make up to (x) attacks before it needs to be reloaded (it can still be made to run out of ammo using threats/despairs as normal).
Name |
Damage |
Critical |
Range |
Qualities |
Shotgun |
8 |
3 |
Medium |
Blast(4) ; Limited(2) ; Pierce(5) in Short Range only; Vicious(1) |
Blast (x)(aa)(active): When this quality is activated each character (friend or foe) within Short Range of the target suffers damage equal to this weapon's Blast quality (plus hits as normal).
In addition, this quality can be activated on a missed attack roll for aaa, in which case the initial target and all characters in Short Range take Blast damage as described above.
Limited (x)(passive): A weapon with this quality can make up to (x) attacks before it needs to be reloaded (it can still be made to run out of ammo using threats/despairs as normal).
Pierce (x)(passive): This weapon ignores up to (x) points of Soak.
Vicious (x)(passive): Add +10(x) to Critical Hits made by this weapon.
Name |
Damage |
Critical |
Range |
Qualities |
Slug Shotgun |
10 |
3 |
Long |
Knockback (5 Limited (2) |
Knockback (x)aa)(active): When this quality is triggered the target is moved directly backward one Range Band. If this movement would cause them to come into contact with another character or object both the target and anything they strike takes (x) damage. This quality requires an additional a for each Silhouette the target has above 1.
Limited (x)(passive): A weapon with this quality can make up to (x) attacks before it needs to be reloaded (it can still be made to run out of ammo using threats/despairs as normal).
Name |
Damage |
Critical |
Range |
Qualities |
Sniper Rifle |
12 |
2 |
Extreme |
Inaccurate(2) ; Limited(3) ; Pierce(2) ; Vicious(3) ;
Can Prepare(1) to replace Inaccurate with Accurate(2) |
Accurate (x)(passive): The attacker adds +(x)b to their Attacks with this weapon.
Inaccurate (x)(passive): Add +(x)b to each Attack made with this weapon.
Limited (x)(passive): A weapon with this quality can make up to (x) attacks before it needs to be reloaded (it can still be made to run out of ammo using threats/despairs as normal).
Pierce (x)(passive): This weapon ignores up to (x) points of Soak.
Prepare (x)(passive): This weapon must perform (x) Manoeuvres preparing before an Attack can be made with it.
Vicious (x)(passive): Add +10(x) to Critical Hits made by this weapon.
Power Weapons
Name |
Damage |
Critical |
Range |
Qualities |
Drum Grenade Launcher |
12 |
3 |
Medium |
Blast(6) ; Inaccurate(1) ; Limited(3) ;
Linked(2) ; Restricted(2) |
Blast (x)(aa)(active): When this quality is activated each character (friend or foe) within Short Range of the target suffers damage equal to this weapon's Blast quality (plus hits as normal).
In addition, this quality can be activated on a missed attack roll for aaa, in which case the initial target and all characters in Short Range take Blast damage as described above.
Inaccurate (x)(passive): Add +(x)b to each Attack made with this weapon.
Limited (x)(passive): A weapon with this quality can make up to (x) attacks before it needs to be reloaded (it can still be made to run out of ammo using threats/despairs as normal).
Linked (x)(aa)(active) This quality may be triggered up to (x) times, each time this quality is triggered the initial target suffers one additional hit from this weapon. These additional hits inflict the same damage as the initial hit (base damage + hits in most cases). These additional hits can only be allocated to the initial target. A Linked weapon can inflict up to one Critical Hit per hit scored if they have sufficient Advantages to spend.
Restricted (x)(passive): This weapon's ammuntion is scarce. This weapon can only be reloaded up to (x) times, after which the weapon cannot be used until more ammo is found.
Name |
Damage |
Critical |
Range |
Qualities |
Machine Gun |
9 |
3 |
Medium |
Auto-Fire; Restricted(2) |
Autofire (aa)(active): Attacks with this weapon are made at +d. If the Attack hits, the attacker may trigger this quality multiple times to deal an additional hit to the target. These additional hits inflict the same damage as the initial hit (base damage + hits in most cases). These additional hits can be allocated to the initial target, or other valid targets for the weapon. An Autofire weapon can inflict up to one Critical Hit per hit scored if they have sufficient Advantages to spend.
Restricted (x)(passive): This weapon's ammuntion is scarce. This weapon can only be reloaded up to (x) times, after which the weapon cannot be used until more ammo is found.
Name |
Damage |
Critical |
Range |
Qualities |
Rocket Launcher |
15 |
3 |
Extreme |
Blast(8) ; Breach(1) ; Limited(1) ; Restricted (2) ; |
Blast (x)(aa)(active): When this quality is activated each character (friend or foe) within Short Range of the target suffers damage equal to this weapon's Blast quality (plus hits as normal).
In addition, this quality can be activated on a missed attack roll for aaa, in which case the initial target and all characters in Short Range take Blast damage as described above.
Breach (x)(passive): Hits from weapons with this quality ignore (x) points of vehicle Armour or 10(x) points of Soak.
Limited (x)(passive): A weapon with this quality can make up to (x) attacks before it needs to be reloaded (it can still be made to run out of ammo using threats/despairs as normal).
Restricted (x)(passive): This weapon's ammuntion is scarce. This weapon can only be reloaded up to (x) times, after which the weapon cannot be used until more ammo is found.
Restricted Weapons
These weapons gain Restricted(1) until they are better understood.
Restricted (x)(passive): This weapon's ammuntion is scarce. This weapon can only be reloaded up to (x) times, after which the weapon cannot be used until more ammo is found.
Special Weapons
Name |
Damage |
Critical |
Range |
Qualities |
Fusion Rifle |
12 |
3 |
Medium |
Blast(6) ; Prepare(1) ; Vicious(1) |
Blast (x)(aa)(active): When this quality is activated each character (friend or foe) within Short Range of the target suffers damage equal to this weapon's Blast quality (plus hits as normal).
In addition, this quality can be activated on a missed attack roll for aaa, in which case the initial target and all characters in Short Range take Blast damage as described above.
Prepare (x)(passive): This weapon must perform (x) Manoeuvres preparing before an Attack can be made with it.
Vicious (x)(passive): Add +10(x) to Critical Hits made by this weapon.
Name |
Damage |
Critical |
Range |
Qualities |
Glaive (Ranged) |
10 |
3 |
Medium |
Deflection(2) |
Glaive (Melee) |
BRA+3 |
3 |
Engaged |
Defensive(1) |
Deflection (x)(Action)(active): A character with equipped with this weapon can spend an Action to gain +(x) Ranged Defense until the end of their next turn.
Defensive (passive): Increase the user's Melee Defense by (x).
Name |
Damage |
Critical |
Range |
Qualities |
Trace Rifle |
8 |
3 |
Long |
Auto-fire; Linked(1) |
Autofire (aa)(active): Attacks with this weapon are made at +d. If the Attack hits, the attacker may trigger this quality multiple times to deal an additional hit to the target. These additional hits inflict the same damage as the initial hit (base damage + hits in most cases). These additional hits can be allocated to the initial target, or other valid targets for the weapon. An Autofire weapon can inflict up to one Critical Hit per hit scored if they have sufficient Advantages to spend.
Linked (x)(aa)(active) This quality may be triggered up to (x) times, each time this quality is triggered the initial target suffers one additional hit from this weapon. These additional hits inflict the same damage as the initial hit (base damage + hits in most cases). These additional hits can only be allocated to the initial target. A Linked weapon can inflict up to one Critical Hit per hit scored if they have sufficient Advantages to spend.
Power Weapons
Name |
Damage |
Critical |
Range |
Qualities |
Linear Fusion Rifle |
14 |
2 |
Extreme |
Inaccurate(2) ; Limited(3) ; Pierce(2) ; Prepare (1) ; Vicious(3) ; Can Prepare(2)
to replace Inaccurate with Accurate(2) |
Accurate (x)(passive): The attacker adds +(x)b to their Attacks with this weapon.
Inaccurate (x)(passive): Add +(x)b to each Attack made with this weapon.
Limited (x)(passive): A weapon with this quality can make up to (x) attacks before it needs to be reloaded (it can still be made to run out of ammo using threats/despairs as normal).
Pierce (x)(passive): This weapon ignores up to (x) points of Soak.
Prepare (x)(passive): This weapon must perform (x) Manoeuvres preparing before an Attack can be made with it.
Vicious (x)(passive): Add +10(x) to Critical Hits made by this weapon.
Name |
Damage |
Critical |
Range |
Qualities |
Sword (Light Attack) |
BRA+5 |
3 |
Engaged |
Defensive(1) ; Deflection(1) ; Linked(1) ; |
Sword (Heavy Attack) |
BRAx2+5 |
2 |
Engaged |
Breach(1) ; Delay (1) |
Defensive (passive): Increase the user's Melee Defense by (x).
Deflection (x)(Action)(active): A character with equipped with this weapon can spend an Action to gain +(x) Ranged Defense until the end of their next turn.
Linked (x)(aa)(active) This quality may be triggered up to (x) times, each time this quality is triggered the initial target suffers one additional hit from this weapon. These additional hits inflict the same damage as the initial hit (base damage + hits in most cases). These additional hits can only be allocated to the initial target. A Linked weapon can inflict up to one Critical Hit per hit scored if they have sufficient Advantages to spend.
Breach (x)(passive): Hits from weapons with this quality ignore (x) points of vehicle Armour or 10(x) points of Soak.
Delay (x)(passive): When an Attack or Ability with Delay is used, instead of resolving it immediately, it resolves as an out of turn incidental after (x) enemy Actions (or Manouevres) have been taken. If this quality is Delay(Rnd) it instead resolves as an out of turn incidental immediately before this character's next Activation.
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