Name |
Type |
Damage |
Short |
Medium |
Long |
Ammo |
Cost/Clip |
ACC |
Basic Rifle |
AP |
2D6+6 |
1-10 |
11-20 |
21-30 |
28 |
$1,500/$10 |
75 |
Basic Pistol |
AP |
1D6+4 |
1-5 |
6-10 |
11-15 |
12 |
$750/$5 |
60 |
Autocannon (Heavy) |
AP HE INC NRG |
4D6+2 4D6+8 3D6+12 6D6+3 |
1-8 -- -- 1-10 |
9-17 -- -- 11-20 |
18-25 -- -- 21-40 |
12 -- -- -- |
$7,500/$100 /$250 /$300 /$500 |
70 -- -- 90 |
Immolator (Heavy) |
INC |
4D6+18 |
1-15 |
16-30 |
31-48 |
3 |
$120,000/$9,000 |
90 |
A.S.P. Pistol |
NRG |
2D6+6 |
1-8 |
9-15 |
16-24 |
15 |
$30,000/$1,000 |
80 |
A.S.P. Rifle |
AP |
3D6+12 |
1-15 |
16-32 |
33-55 |
30 |
$90,000/$3,000 |
100 |
A.S.P. Scout Pistol |
AP |
3D6+3 |
1-5 |
6-15 |
16-20 |
6 |
$60,000/$1,500 |
85 |
A.S.P. Neutralizer (Heavy) |
NRG |
8D6+16 |
1-8 |
9-15 |
16-24 |
6 |
$400,000/ $20,000 |
110 |
Razorwhip (Rifle) |
AP |
2D6+12 |
1-20 |
21-40 |
41-60 |
40 |
$100,000/$500 |
115 |
Razorwind (Pistol) |
AP |
1D6+8 |
1-12 |
13-19 |
20-24 |
12 |
$30,000/$250 |
100 |
Gauss Rifle (Heavy) |
AP |
6D6+12 |
1-20 |
21-45 |
46-80 |
5 |
$120,000/$5,000 |
120 |
Rocklet Rifle (Rifle) |
HE |
3D6+8 |
1-10 |
11-19 |
20-30 |
8 |
$80,000/$12,000 |
80 |
Scout’s Sniper Rifle (Rifle) |
AP |
5D6+15 |
1-30 |
31-60 |
61-120 |
2 |
$140,000/$2,000 |
140 |
X-Cross (Rifle) |
HE INC |
3D6+8 3D6+10 |
1-15 1-15 |
16-30 16-30 |
31-39 31-39 |
8 8 |
$140,000/$9,000 – / $9,000 |
80 |
Laser Rifle |
NRG |
5D6 |
1-18 |
19-32 |
33-44 |
50 |
$36,000/ N/A Solar charged |
90 |
Heavy Laser (Heavy) |
NRG |
5D6+20 |
1-24 |
25-38 |
39-48 |
30 |
$72,000/ N/A Solar charged |
110 |
Heavy Cannon (Heavy) |
AP HE |
6D6+12 6D6+8 |
1-12 1-12 |
13-22 13-24 |
23-30 25-34 |
6 6 |
$20,000/$100 /$200 |
70 |
Name |
Type |
Damage |
Short |
Medium |
Long |
Ammo |
Cost/Clip |
ACC |
Stock Impeller (Rifle) |
AP |
3D6+8 |
1-30 |
30-40 |
40-45 |
12 |
$80,000/$700 |
75 |
Mandrake (Pistol) |
NRG |
5D6+12 |
1-5 |
6-9 |
10-12 |
1 |
$12,000/-- |
100 |
Tyran Mk. II (Rifle) |
AP |
5D6+6 |
1-4 |
5-8 |
9-12 |
12 |
$15,000/$700 |
75 |
Suppressor (Heavy) |
AP |
3D6+5 |
1-8 |
9-17 |
18-26 |
120 |
$175,000/$7,000 |
60 |
Bolter Pistol |
NRG |
1D6+8 |
1-20 |
21-40 |
41-60 |
4 |
$15,000/$1,500 |
80 |
Bolter Rifle |
NRG |
4D6+8 |
1-40 |
41-80 |
81-110 |
6 |
$30,000/$3,000 |
75 |
Heavy Bolter |
NRG |
8D6+16 |
1-20 |
21-30 |
31-40 |
3 |
$60,000/$6,000 |
80 |
Riftcleaver |
NRG |
5D6 |
1-10 |
11-20 |
21-30 |
14 |
$25,000/$1,400 |
100 |
Thrown Weapons
Name |
Type |
Damage |
Short |
Medium |
Long |
Cost |
Accuracy |
HE Grenade |
HE |
2D6+12 |
1-8 |
9-12 |
13-15 |
$100 |
100 |
INC Grenade |
NRG |
|
h |
h |
h |
h |
60 |
X-HE Grenade |
h |
h |
h |
h |
h |
h |
h |
|
h |
h |
h |
h |
h |
h |
h |
Basic Pistol : The Basic Pistol is just that, a basic pistol. It is the standard sidearm for most troops starting out. It is inexpensive as are reloads, and weighs little. Weight: 1.3 Rate of Fire: 2 Damage 1D6+4 Ammo Type: Armor-piercing
Basic Rifle : The Basic Rifle is just that, a basic rifle. It is the standard rifle for most troops just starting out. It is inexpensive as are reloads, and weighs only a moderate amount. Weight: 4 Rate of Fire: 3 Ammo Type: Armor-piercing
Autocannon : The Autocannon is a heavy weapon, and is carried in two hands. It can not be fired one-handed. A shoulder sling reduces the strain on the main arm carrying it, and it is aimed over hand with one arm while the other hand supports the weapon from below. It resembles a chaingun from popular video games and movies, except it mounts only 4 barrels. Most versions are belt-fed, but there is an Ammo Drum available for Armor-piercing rounds that reduces reload time to one round, though it increases the bulk of the rounds in a trooper’s inventory. The Autocannon can be fitted with an ammo drum for armor piercing rounds only, or belt-fed with 12 rounds of armor-piercing, high-explosive, incendiary, or laser bolts. The laser bolts have a longer range than the other types of ammunition, but reduce the rate of fire due to massive heat buildup. Weight: 15 Rate of Fire: 4(2 for laser bolts) Ammo Type: Armor-piercing, high-explosive, incendiary, laser bolt Damage: Varies as to ammunition type
Immolator : The Immolator is a large cannon mounted on a shoulder harness. The harness is connected to large, bulky backpack that holds a “small” energy/mass converter. The backpack holds 3 canisters that act as ammunition, with a side-ejector tossing spent canisters to make room for replacements. The Immolator converts the energy and manite ore in the canisters into a highly-flammable plasma projectile. The interesting thing about the Immolator is that while it is considered an incendiary damage and does indeed set its victims ablaze, there is virtually no splash damage. The plasma sticks to its victims, burning them for 6 turns unless the hydrogen it needs to “burn” is depleted in the surrounding area. While the initial damage may look low, the lasting damage is incredible. Unfortunately, reloads for this weapon are bulky and heavy, usually making it necessary for an operator to enlist squad mates to help carry ammunition. Weight:38 Rate of Fire:1 Ammo Type: Plasma/Incendiary Damage:4D6+18 (6 turns) ***Special*** The ammunition for this weapon is large, bulky, and heavy. Each canister weighs 15lbs. (In other words, requires 3 strength points per canister carried) and takes a full turn to reload the backpack fully.
A.S.P. Pistol : The A.S.P. Pistol is one of the newer weapons brought from the allies through the Gate in Australia. It utilizes a high-quality man-made synthetic crystal to focus the beam, and uses a ridiculously small amount of power, which intimates that this organization has highly Weight: 2 Rate of Fire: 2 Damage: 2D6+6
A.S.P. Rifle :The A.S.P. Rifle was our first look into Gauss technology. Brought by our visitors and allies through the Gate in Australia, it uses a series of magnetic coils to accelerate a projectile with a manite core at a velocity roughly equivalent in scale to a spaceship achieving orbit. With a moderate firing speed, good damage, and excellent range this weapon will likely become a staple of our forces in campaigns where our troops will be involved in numerous firefights. Weight: 6 Rate of Fire: 2 Ammo Type: AP/Gauss Damage:3D6+12
Stock Impeller : This bulky rifle is a powerful weapon in the right hands. Utilizing a bastardized Gauss/Propellant hybrid technology, this rifle is able to maintain some of the Gauss technology’s power and range, but with the rate of fire of a Basic Rifle. It has a very high muzzle velocity, however the kinetic energy is quickly dissipated, relying upon the oxygen-activated propellant in each round to carry the projectile to enemies outside twenty feet. The benefit of this technology is immediate: This weapon fires heavy-grade ammunition but does not suffer from recoil. Unfortunately, the sheer size of the projectiles reduces magazine capacity, but that is a price most soldiers consider to be trivial. Reloads are much cheaper than full-Gauss weapons, which is a major plus. Weight: 12 Rate of Fire: 3 Damage: 3D6+8
Mandrake: This is a one-shot pistol that is often a soldier’s last resort. It fires a very powerful blast of energy that burns out the internal battery with its only shot. It can be recharged from a standard hip-mounted battery pack, but requires 3 full turns to do so. Even so, the utility of this weapon is not to be taken lightly. Weight: 1 Rate of Fire: 1 Damage: 5D6+12
Tyran Mark II : This weapon is similar in design to the Stock Impeller, but utilizes a much smaller power core reducing the range of the weapon, but also the weight. More importantly, it utilizes the same magazines as the Stock Impeller, making it the perfect companion in squads outfitted with more Impellers. Utilizing a pump-action to load new rounds into the chamber, the weapon suffers from a slower rate of fire than its cousin the Impeller. However, it maintains a similar damage output even with the slower rate of fire, delivering more kinetic force with every shot. Weight: 5 Rate of Fire: 2 Damage: 5D6+6
Suppressor : This is a heavy machine gun, operable only on a tripod. It’s heavy weight simply does not allow for accurate fire otherwise. It can maintain an incredibly high rate of fire for as long as it has ammunition. This weapon is most useful in times when a soldier knows where the enemy is, and knows they’ll be coming from a certain direction. Also, thanks to the tripod, it only takes 2 action points to fire a single round. It also generates recoil at half the normal rate due to the internal recoil compensation. Ammunition is belt-fed. Weight: 45 Rate of Fire: 10 Damage: 3D6+5
Bolter Pistol :
Riftcleaver : The Riftcleaver is a modified Autocannon that only accepts laser bolts from a belt. The ammunition belt usually contains 14 bolts, enough for most conflicts if the trooper can handle the recoil. With the modifications to the autocannon that specializes it for laser bolts only come several bonuses: Improved accuracy, faster rate of fire, and with special heat baffles in the rotating barrels the weapon can expend an entire belt before overheating. This comes at the cost of range, but field tests show that this is of little concern to most soldiers. Weight: 17 Rate of Fire: 7
Thrown Weapons
HE Grenade : The basic high-explosive grenade is small and designed to be thrown and cause damage to a small area. Its area of effect is a 5' radius. The HE Grenade can be set to explode upon impact or with a 3-second ‘fuse’. Weight: 0.2 AP Costs: 5 to prime, 5 to throw.
INC Grenade : The incendiary grenade is used to produce quick-burning flames. While combustibles inside the grenade only burn for a few seconds after ignition, if it sets other combustibles ablaze the fire can burn until it burns itself out or is put out. This grenade does damage for two turns before burning itself out, and has a radius of 10'. Weight : 0.5 AP Costs: 5 to prime, 5 to throw.
X-HE Grenade :