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| Pictures | Weapon | SDC | Ammo per Magazine | Special |
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.38 cal. Revolver | 3D6 |
6 |
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9mm Handgun | 3D6 | 15 | - |
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.45 cal. Zeon Officer's Pistol | 3D6 | 8 | - |
| No Picture | 12 gauge Shotgun | 4D4 | 3 | +2 Strike |
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* Sub-Machinegun (SMG) | 1D6 x 5 | 6 | - |
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* Assault Rifle | 3D6 x 5 | 12 | +1 Strike if equipped with scope |
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Rifle | 5D6 | 12 | +1 Strike if equipped with scope |
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Sniper Rifle | 5D6 + 10 | 6 |
+2 Strike if equipped with scope Kill Shot |
Note: Weapons marked with an asterisk (*), are semi-automatic weapons that fire in bursts. Ammo per Magazine represents number of bursts.
Note: The Kill Shot can only be used by a character with the Marksmanship Skill.
| Weapon | SDC | Ammo per Magazine | Special |
| Nightstick (melee) | 1D4 | N/A | N/A |
| Combat Knife (melee) | 1D6 | N/A | Can be thrown at short range |
Axe (Ancient, melee) |
2D6 | N/A | Can be thrown at short range |
| Spear (Ancient, melee) | 2D6 | N/A | Can be thrown at short range |
| Sword (Ancient, melee) | 2D4 + 2 | N/A | N/A |
| Club (Ancient, melee) | 3D4 | N/A | N/A |
| Staff (Ancient, melee) | 2D4 | N/A | N/A |
| Bow and Arrow (Ancient) | 2D6 | varies | N/A |
| Whip (Ancient, melee) | 2D6 | N/A | Can grapple with a Called Shot - 4 |
| Weapon | SDC | MDC | Ammo per Magazine |
| Heavy cal. Machinegun | 1D6 x 10 | N/A | 12 |
| Flamethrower | 5D10 | N/A | 16 |
| Grenade Launcher | 2D4 x 10 | 1 | 6 |
| Mortar Launcher | 2D4 x 10 + 20 | 1D4 + 1 | 4 |
| Bazooka | N/A | 1D4 x 10 | 2 |
| Rocket Launcher | N/A | 1D4 x 10 | 4 |
| LAW | N/A | 1D6 x 10 | 1 |
| Weapon | SDC | MDC | Special |
| Hand Grenade (High Explosive) | 2D4 x 10 | 1 | There are various types of Grenades, GM may modify damage and effects depending on Grenade type. |
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Dynamite (1 stick) |
1D4 x 10 | 1 | Damage listed is per stick, and for every extra stick add 1 die of damage (3 sticks = 3D4 x 10) or 1 MDC (3 sticks = 3 MDC) |
| Nitro-Glycerine (1 fl oz.) | 4D4 x 10 | 2D4 | Unstable: will detonate if dropped or struck.
Damage listed is per fluid oz. and for every extra fluid oz. add 10 to multiplier (3 fl oz. = 4D4 x 30) |
| Plastic Explosive (Military Issue Satchel Charge) | 5D4 x 10 | 3D4 | Does x2 damage if placed on critical area, example; load bearing beam, joints, cracks, hinges, or any other weak point. Can also destroy any inactive Mobile Unit if the charge is place directly on the Main Body. |
| Landmine (Anti-Personnel) | 4D4 x 10 | N/A | Save vs. Death or be permanently crippled/disfigured. Usually results in loss of legs. |
| Landmine (Anti-Vehicle) | N/A | 1D4 x 10 | Can not be detonated by personnel, needs at least 1 ton of pressure to detonate the mine. Also a percent chance of damaging treads, blowing tires, etc, at GM's discretion. |
| Space Mine | N/A | 1D4 x 10 | Roll 1D20 + Character Level + Newtype Level,
Total of 16 or better to spot.
Damage is inflicted to randomly rolled section |
| Sea Mine | N/A | 1D4 x 10 | Roll 1D20 + Character Level + Newtype Level,
Total of 14 or better to spot.
Damage is inflicted to randomly rolled section |
| Thermite (Incendiary Powder) | 5D10 + 50 per melee of exposure | 2D6 per melee of exposure | Burn Time: 5 min per 1 kg
Can also be used as possible ordinance for rockets, missiles, crackers, etc. |
| Blasting Gel (Used in Mining) | 2D4 x 20 | 1D4 | Will not go off without a detonator (blasting cap) or a direct hit from another explosion. |
| Super Napalm | N/A | 1D4 x 10 + 20 per Melee of Exposure | Burn Time: 1 Hour
If direct hit is scored, then all sections take damage, otherwise damage is only inflicted to the section(s) that touch the Super Napalm |
| Weapon | Delivery Device | Protective Measures | Special |
| Tear Gas |
- Hand Grenade (Thrown) - Grenade Launcher (Med - Long Range) |
- Normal Suit - Gas Mask |
Any unprotected Personnel caught in Tear Gas are blinded and disabled for 1D6 x 10 minutes. |
| Flash Bang | Hand Grenade (Thrown) |
- Shielding Eyes - Protective Eye Wear |
Blinds unprotected Personnel for 1D4 melees. Blinded Personnel suffer a penalty of –5 to strike, dodge, leap dodge, and initiative. |
| Concussion Grenade | Hand Grenade (Thrown) | Hearing Protection | Any unprotected Personnel within 10 meters of the Concussion Grenade are Stunned for 2D4 + 2 minutes |
| Smoke Grenade | Hand Grenade (Thrown) | N/A | All Personnel suffer a –1 strike penalty to hit any target within the smoke or to hit a target when attacking from inside the smoke. |
| Pepper Spray | Spray Can (Short Range) | Face Shield | Unprotected target is blinded for 1D4 x 5
minutes
After effects wear off, target has cumulative 5% chance of developing an immunity for every time exposed to Pepper Spray |
| Stun Gun | Melee Contact | N/A | Target is Stunned for 1D4 melees |
| Taser | Wire-Guided Contacts (Short Range) | N/A | Target is Stunned for 2D4 melees |
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