Aberrant 2.0 Trinity Weapons

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Melee

Biotech melee weapons used by a formatted Psion gain +2 accuracy.

Standard

  • Ceramic Knife: Damage Str + 2L, AP:1
High-density high-strength ceramic blades tend to hold a sharper, better-penetrating point and edge than 2020-era ones.
  • Spider Harness: Damage 8L, Accuracy (Wits + Psi), Mass 5
A Spider Harness when Formatted is semi-autonomous and attacks independently of the user, making up to (Wits/2, round up) attacks with its eight articulated "legs". A Spider may never make more than 3 attacks in one combat round.
  • Sonic Knife: Damage 1-10, AP:5 (Bashing/Lethal as desired)
Sonic Knives cannot damage hard objects such as metal, industrial plastic, some types of body armor, and some particularly hardy Novas. They cut through other items extremely well though, and are very useful tools although they make mediocre weapons.
  • Vibroknife: Damage Str + 3L, AP:5
Vibroknives do slightly more damage than low-tech knives but their primary advantage is the ease at which they slice through hardened materials, such as personal armor. On the other hand... don't botch.
  • Vibrosword: Damage Str + 6L, AP:3
Due to limitations on vibration hardening, vibroswords have lower vibrational frequencies and reduced armor piercing effectiveness, relative to vibroknives. However their longer blade allows them to inflict far more damage.

Assassination Weapons

  • Poison Glove (Alchemy Recluse): Damage (as Unarmed) + Poison, Mass 0.5, Biotech (Tolerance 1).
A poison glove can be used formatted or unformatted-however, an unformatted user may poison himself (while a formatted user is immune to the glove's toxins). Poison gloves can dispense either lethal or nonlethal poison. Both poisons are Potency +4 and deal 1 level of damage per turn for (10 - Stamina) turns. Lethal poison deals lethal damage, while nonlethal poison is bashing damage that cannot spill over to lethal.
  • Poison Knife (Orgotek Wasp): Damage (Str + 2L) + Poison, AP:1, Mass 0.5, Biotech (Tolerance 1)
The poison knife is a variant on the poison glove with identical rules for its toxin and the user's immunity or lack thereof. However, while the poison glove can poison someone with a touch (and is thus more covert), the poison knife requires the blade to be sunk into flesh, dealing at least 1 level of damage, to have the same effect.
  • Gangrenix: Damage (Str + 2L) + Disease, AP:1, Mass 0.5, Biotech (Tolerance 2)
The Gangrenix blade acts as a normal enamel combat blade, but is coated with an Algesis-boosted disease. A target so much as nicked with the blade (if the attack penetrates soak or does a single level of damage) is infected with Gangrenix, which is a Disease with Potency +6 that deals 1 level of aggravated damage to the target every (Stamina) minutes for 1 hour. Success on the resistance roll increases the interval to every (Stamina * 10) minutes, and an exceptional success (5+ successes above difficulty) negates the effect of the disease. Formatting the blade renders the user immune to the effects of his weapon's disease.

Variants

  • Olaminium Edge: Some hardtech melee weapons have been forged (at exorbitant cost) with olaminium edges, allowing them to maintain fantastically sharp edges. These weapons deal +1 damage and have +2 AP, but cost 2 resource dots more and mass 50% more than equivalent weapons.
  • Non-Metallic: Non-metallic weapons cost 1 more than their equivalent metallic weapons and cannot be detected by metal scanners. Biotech melee weapons automatically have this enhancement.

Ranged

Attuning to a biotech weapon increases its accuracy and damage by +1 along with whatever additional effects are in the writeup. Accuracy is capped at +5 even if attachements and attunement bonuses would increase it beyond that.

Trinity-era weapons are more advanced (and not just cosmetically) than Aberrant-era ones, often making use of electromagnetic acceleration, electrothermal propulsion, binary propellants, high-sectional-density flechettes, and other exotic techniques to improve their firepower and deadliness overall. Most weapons are of somewhat smaller caliber than 20th century equivalents, using electrothermal propulsion to manage muzzle velocities exceeding 1,500 m/s. Electromagnetic weapons have evolved significantly from what was available in the 21st century, becoming more compact, reliable, and common.

Pistols

Pistols in Trinity are somewhat more advanced and have superior recoil characteristics due to better propellants, improved engineering for recoil/etc, and are all considered select-fire weapons. The improvements in stopping power, ammunition design, and recoil handling have allowed performance approaching that of 20th century rifles to be achieved in handgun frames.

  • Revolver (Stavros Cowboy): Acc +1, Damage 8L, Range 50, RoF (Dexterity), Magazine 8, Conceal P, Mass 1, Min Str. 1
  • Autopistol (L-K Defender): Acc +1, Damage 7L, Range 50, RoF 20, Magazine 20, AP:2, Conceal P, Mass 1, Min Str. 1
  • Autopistol (Stavros Protector): Acc -1, Damage 7L, Range 40, RoF 15, Magazine 15, Conceal P, Mass 1, Min Str. 1
  • Machine Pistol (Stavros TEC-21): Acc -2, Damage 7L, Range 40, RoF 40, Magazine 40, Conceal J, Mass 2, Min Str. 2
  • Heavy Autopistol (Stavros 11mm Auto): Acc +0, Damage 10L, Range 50, RoF 9, Magazine 9, Conceal J, Mass 2, Min Str. 2
  • Very Heavy Revolver (Ares Peacebringer): Acc +1, Damage 12L, Range 60, RoF (Dexterity/2), Magazine 5, Conceal O, Mass 2.5, Min Str. 4
  • Very Heavy Pistol (L-K Mjolnir): Acc +0, Damage 12L, Range 60, RoF 2, Magazine 10, Conceal O, Mass 2.5, Min Str. 4 (3 with stock)
  • Plasma Pistol (Voss 22P): Acc +1, Damage 15L [3], Range 10, RoF 1/2, Magazine 5, Conceal O, Mass 2.5, Min Str. 6 (5 with stock)

Psi-Amps

Psi-Amps must be formatted to the user to work. These weapons improve a psion's abilities by either improving their power or giving them limited equivalents to other psionic modes. Although useful, their Tolerance score mean that most psions must make a choice between offense (in the form of psi-amps) or defense (in the form of biotech armor).

  • EK Gauntlet (Orgotek Iris-L): 8B + 10E (lightning)/10L (laser), Range 50, RoF 2, Magazine (inf), Tolerance 2, Conceal J, Mass 2, Min Str. 1
The EK gauntlet emulates Electromanipulation and Photokinesis, firing either a medium-power laser or a lightning bolt.
  • Electrolaser Gauntlet (Orgotek EL-12): Acc +1, Damage 15E (15B against living targets), Range 100, RoF 2, Magazine (inf), Tolerance 3, Conceal J, Mass 2, Min Str. 1
The Electrolaser Gauntlet emulates a effect using Technokinesis 1 and Electrokinesis 3.
  • Force Gauntlet (Orgotek 212-F): Brawl attacks do +2 damage and can reach up to 30 meters, Tolerance 2, Conceal J, Mass 2, Min Str. 1
The Force Gauntlet emulates a Telekinesis 2 effect.
  • Sureshot Gauntlet (Orgotek SL-3): Acc +3, Damage 12L, Range 100, RoF 2, Magazine 30, Tolerance 3, Conceal J, Guided, Mass 2, Min Str. 1
The Sureshot gauntlet fires a conventional laser but emulates a Telesthesia and Psychonavigation 1 effect for its targeting.
  • PK Carbine (Alchemy Heatwave): Accuracy +1, Damage 12B (roast)/15L (fry), Range 50, RoF 2, Magazine (inf), Tolerance 2, Conceal O, Mass 3, Min Str. 1
The PK Carbine emulates two Pyrokinesis 3 effects. In "roast" mode the damage is dealt via raising the target's temperature via pyrokinesis, ignoring all armor soak and Density Decrease. In "fry" mode the damage is dealt via a high-power microwave beam and is soaked normally by armor.

Stun Weapons

Stun weapons, such as Tasers and Screamers, are generally much less restricted due to lower lethality than comparable lethal weapons. Screamers, due to their methodology, ignore all non-Stamina soak, while Tasers, if they successfully deal damage, add +2 difficulty to all opponent actions, which lasts 1 round for every level of bashing damage dealt. Designed with complex safety features, screamers and tasers are designed to minimize loss of life and deal only bashing damage, which does not spill over into lethal damage without intentional misapplication that cannot occur in the heat of combat. Black market screamers and tasers (also known as "Decapped" versions or "Frazzlers") have removed these safety limits and may spill damage over to lethal.

  • Screamer Pistol (Ares Whistler): Acc +0, Damage 6B, Range 15, RoF 1, Magazine 20, Conceal J, Mass 1.5
  • Screamer Carbine (Ares Supersonic): Acc +1, Damage 10B, Range 20, RoF 5, Magazine 30, Conceal O, Mass 3
  • Taser Baton (Banji Lightning): Acc +1, Damage 10B, Range 10, RoF 1, Magazine 20, Conceal J, Mass 1.5
  • Taser Pistol (Orgotek Electric Eel): Acc +2, Damage 10B, Range 20, RoF 1, Magazine 20, Conceal J, Mass 2, Bio (Tolerance 1)
  • Taser Carbine (Ares Thunderbolt): Acc +2, Damage 15B, Range 30, RoF 2, Magazine 50, Conceal O, Mass 3

Vertigo Weapons are experimental, and deal no damage (ignoring all soak). Instead, a successful attack with these weapons adds +2 to the difficulty of any actions, an effect which lasts one turn for each "damage" success. These weapons are still experimental and use a combination of sound waves and lights intended to cause seizures to create their effect. A Nova may resist with Sensory Shield, each dot of that power "soaking" 2 dice of vertigo "damage".

  • Vertigo Pistol (Orgotek VP-2): Acc + 0, Damage 5 (Vertigo), Range 15, RoF 1, Magazine 10, Conceal J, Mass 1.5
  • Vertigo Carbine (Orgotek VC-4): Acc + 1, Damage 8 (Vertigo), Range 25, RoF 1, Magazine 20, Conceal O, Mass 2.5

Webguns

A webgun is a less-than-lethal system that fires entangling nets at targets, restricting their movement. Biotech and hardtech versions are similar, both using carbon-reinforced spidersilk as their primary ammunition, but the hardtech versions have somewhat more flexibility in their ammunition choices, with electrified nets or even weighted monofilament shredders, turning a nonlethal webgun into a deadly weapon against soft targets.

  • Biotech Webcaster (Alchemy Webgun): Acc +2, Damage 0, Range 20, RoF 1, Magazine 5, Conceal N, Mass 5, Bio (Tolerance 2)
The Alchemy Webgun uses high-tensile-strength spidersilk webs, which require a cumulative 20 successes (on a difficulty +2 Strength + Might roll) to break out of.
  • Net Launcher (L-K Netgun): Acc +3, Damage 0, Range 25, RoF 1, Magazine 8, Conceal N, Mass 8.5
The L-K Netgun may fire CNT-reinforced smartwebs (a cumulative 25 net successes on a difficulty +3 Str + Might roll required), electrified shock webs (15 net successes on a difficulty +2 Str + Might roll needed) that deal damage equal to a taser baton each round until the victim is unconscious, or monofilament shredders which deal 14L initial damage with AP:16 and an additional 8L damage with AP:12 for each turn the target struggles (5 successes on a difficulty +1 Str + Might roll needed).

Rifles

Rifles are the bread and butter of weapon even though their effectiveness is limited. A fair compromise between size, mass, and firepower, 22nd century combat rifles are not the quantum leap of capability that was demanded to bring infantry back into prominence, but are generally backups for OICW-style binary weapons and are generally more common as police weapons than military ones. On the other hand, the smart-linked, gyrostabilized sniper rifles common to the 22nd century do achieve significantly better results than 21st-century weapons.

  • Automatic Rifle (Banji Tornado): Acc +1, Damage 10L, Range 150, RoF 40, Magazine 40, AP:2, Conceal O, Mass 4, Min Str. 2
  • Coil Rifle (Banji 02 Hornet): Acc +1, Damage 12L, Range 200, RoF 60, Magazine 60, AP:3, Conceal O, Mass 4, Min Str. 3
  • Voss 93T High-Threat Combat Rifle: Acc +4 (ECS Linked), Damage 15L (coilgun), Range 200, RoF 50, Magazine 100, AP:3, Conceal N, Mass 8, Min Str. 3
Screamer: Damage 12B/L (ignores armor, soak via Stamina only), Range 25, RoF 1, Magazine 40
Plasma: Damage 15L [3], Range 25, RoF 1, Magazine 8
  • Sniper Rifle (Ares Shrike): Acc +2, Damage 15L, Range 300, RoF 6, Magazine 24, AP:3
  • Antimateriel Sniper Rifle (Voss Eraser): Acc -2/+2 (undeployed/deployed), Damage 16L [4], Rng 700, RoF 1, Magazine 5, AP:4, Conceal N, Mass 14, Min Str. 8/2 (undeployed/deployed)

Shotguns

Shotguns are excellent hunting and police weapons, with a variety of potential ammunition loads, lethal and nonlethal. As combat weapons, they are of limited effectiveness against harder targets and therefore generally reserved for lightly armored and unarmored targets, such as criminals, insurgents, and civilian protestors.

  • Shotgun (Banji Thunder): Accuracy +0, Damage 12L, Rng 50, Rate 2, Magazine 10, Conceal O, Mass 4, Min Str. 2
  • Automatic Shotgun (L-K Sentinel Auto): Accuracy +0, Damage 12L, Rng 50, Rate 10, Magazine 20, Conceal N, Mass 5, Min Str. 3

Shotgun Only Ammunition

Shotgun only ammunition obviously only works in shotguns.

  • Baton: Damage is Bashing, Range -50%
  • Taser: Damage is Bashing, damaging a target adds +2 difficulty to all actions he takes for 1 turn (not cumulative with multiple hits).
  • Birdshot: Damage is Bashing, Damage -8, Damage Add +[1], Accuracy +5, Range -50%
  • Buckshot/Flechettes: Damage -6, Damage Add +[3], Accuracy +3, Range -50%.
  • Flamethrower: no range increments (Short Range = Max Range), successful attack sets target on fire (8L/turn until put out, unsealed armor does not protect), no damage.
  • Frag: Damage +3, Area:1, Blast Radius is actually 3m (not 10m).

Lasers

Accurate and deadly, lasers come in both biotech and hardtech variants. The biotech versions use photokinesis and photosynthetic cells, recharging themselves off of ambient light at a slow rate, while hardtech versions have no such feature. However, the slow recharge of biotech lasers (1 shot/hour) is woefully insufficient for combat and they use replaceable magazines which fuel the psionic power of the weapon with a blend of sugars and micronutrients. In an emergency biotech laser ammunition can be cracked open and eaten, although the sugar-rich gel is essentially empty calories devoid of nutrition.

  • Gauntlet (Orgotek Pulse-L): Accuracy +3, Damage 12L, Rng 200, RoF 2, Magazine 35, Bio, Tolerance 1, Conceal J, Mass 2, Min Str. 1
  • Pistol (Alchemy 2117-A): Accuracy +2, Damage 10L, Rng 200, RoF 2, Magazine 25, Bio, Tolerance 1, Conceal J, Mass 1, Min Str. 1
  • Pistol (L-K Personal Protector): Accuracy +2, Damage 8L, Rng 250, RoF 2, Magazine 25, Conceal P, Mass 1, Min Str. 1
  • Carbine (L-K Vindicator II): Accuracy +2, Damage 14L, Rng 300, RoF 15, Magazine 45, AP:2, Conceal O, Mass 3, Min Str. 1
  • Carbine (Orgotek Hornet VI Pulse Laser): Accuracy +3, Damage 15L, Rng 350, RoF 20, Magazine 60, Bio, Tolerance 2, Conceal O, Mass 3, Min Str. 1
  • Sniper Rifle (L-K Intervention): Accuracy +0/3 (undeployed/deployed), Damage 15L [3], Rng 1,000, RoF 1, Magazine 5, AP:3, Conceal N, Mass 12, Min Str. 3/1 (undeployed/deployed)

Flechette Guns

Flechette guns use either electromagnetic or telekinetic propulsion to accelerate a spray of extremely sharp flechettes. Although near-useless against armored targets, flechette guns are absolutely brutal against unarmored ones. All flechette weapons have three damage ratings. Each damage rating uses a certain number of shots, listed with the weapon.

  • Small Pistol (Orgotek Stinger): Accuracy +1, Damage 4L/4L [1]/4L [2], Rng 30, RoF 36, Magazine 36, uses 3/6/12 shots, Bio, Tolerance 1, Conceal P, Mass 0.5, Min Str. 1
  • Flechette Pistol (Alchemy Bulldog): Accuracy +1, Damage 5L/5L [1]/5L [2], Rng 30, RoF 60, Magazine 60, uses 5/10/20 shots, Bio, Tolerance 1, Conceal J, Mass 1, Min Str. 1
  • Flechette Pistol (Ares Suresting): Accuracy +1, Damage 5L/5L [1]/5L [2], Rng 30, RoF 60, Magazine 60, uses 5/10/20 shots, Conceal J, Mass 1, Min Str. 1
  • Flechette Carbine (Orgotek Scorpion): Accuracy +1, Damage 6L [2]/6L [3]/6L [4], Rng 30, RoF 120, Magazine 120, uses 6/12/24 shots, Bio, Tolerance 2, Mass 2.5, Min Str. 2
  • Shredder Rifle (Ares Mauler): Accuracy +2, Damage 6L [2]/6L [3]/6L [4], Rng 50, RoF 200, Magazine 200, uses 10/20/40 shots

Explosives

Thrown explosives use Dexterity + Athletics to aim. Emplaced explosives use can use many ability combinations. Some examples are Intelligence + Engineering (for controlled demolitions), Intelligence + Intrusion (to breach a building), and Wits + Tactics (for traps and mines).

Grenades

22nd-century grenades are generally long cylinders, around 40-50mm in diameter and 50-80mm in length, capable of being fired out of an electromagnetic grenade launcher or thrown by hand. Most modern grenades have multiple fuse settings and can be set to detonate on impact, after 3 seconds (at the beginning of the next turn) or after 5 seconds (at the end of the next turn).

  • Fragmentation: Damage 13L [4]
Fragmentation grenades explode with great force, throwing deadly shrapnel everywhere. 22nd century shrapnel is engineered with reactive metals and incendiaries, causing even more grievous damage inside the body.
  • Swarm: Damage 12L, Area:3, Guided
A miniaturized variant of the Swarm artillery shells, Swarm grenades airburst into six individual warheads that have their own propulsion and maneuvering, allowing them to track and eliminate dispersed, lightly-armored targets with minimal collateral damage. Although swarm grenades have a 30m area radius, they may only target up to six objects in the area of effect, which are designated upon throwing.
  • Chemical: Disperses Chemical, Area:2
Chemical grenades disperse a cloud of whatever chemical they carry. In general, this is some sort of biological weapon, but there are obscurant grenades, which disperse a cloud of sensor-blocking smoke, adding +2 difficulty to all attacks due to concealment.
  • EMP: Damage 15E
EMP grenades are useful for shutting down unshielded electronics, although almost all modern equipment is heavily shielded and reboots near-instantly from EMP damage.
  • Sensor: Disperses Sensors, Area:2
Sensor grenades disperse a cloud of mite-sized sensor systems with a total Perception + Awareness pool of 6d, allowing for relatively safe reconaissance of an area if they are not shot down.

Heavy Weapons

Heavy weapons obviously use the Heavy Weapons skill to fire. One dot of M-Str counts as 10 dots of strength for the purposes of weapon strength requirements.

As expected, the proliferation of powered armor, biotech and cybernetic implants, and other strength-enhancing methods have made heavy weapons an ever-more common sight on the battlefield, with some forces almost exclusively fielding heavy weapons, with rifles relegated to specialist roles where the bulk and mass of these weapons is a significant disadvantage such as room clearing and urban pacification.

Grenade Launchers

Grenade launchers fire grenades of various types at targets. Useful for their versatility as well as their stopping power, the sheer variety of grenade ammunition

  • Orgotek SAWS: Accuracy +4, Damage (See Below), Range 500 (beam)/300 (launcher), RoF 20 (beam)/3 (launcher), Magazine 100 (beam)/12 (cannon), Mass 14, Bio, Tolerance 1, Min Str. 3
    • Laser Beam: Damage 16L
    • 30mm Slugs: Damage 14L [3]
    • Fragmentation Shells: Damage 13L [4], Exp:3
    • Incendiary: Damage N/A, Area:1, Incendiary (successful attack sets target on fire, dealing 8L/turn damage until put out)
    • HEAP: Damage 16L[4], AP:4
    • Chemical: Varies by chemical type, Area:1.
The SAWS is a multipurpose weapons platform consisting of an electrokinetic laser and a 30mm TK accelerator. It cannot be used unformatted and uses a 'smart' magazine capable of loading any combination of 30mm ammunition in any order.
  • Light Payload Rifle (Jianshi QBZ-41): Accuracy +1, Damage (See Below), Range 250, RoF 3, Magazine 10, Mass 4, Min Str. 3
    • Gyrojet Penetrators: Damage 14L [3], Guided
    • Fragmentation Shells: Damage 13L [4], Area:1
    • Incendiary: Damage N/A, Area:1, Incendiary (successful attack sets target on fire, dealing 8L/turn damage until put out)
    • HEAP: Damage 16L[4], AP:4
    • Chemical: Varies by chemical type, Area:1.
Smaller Payload Rifles launch 25-30mm ammunition at moderate to high velocities, from gyrojet-propelled kinetic penetrators to fragmentation, incendiary, and even chemical payloads.
  • Heavy Payload Rifle (Federated-Barrett M-61): Accuracy +0, Damage (See Below), Range 300, RoF 2, Magazine 5, Mass 8, Min Str. 4
    • Gyrojet Penetrators: Damage 16L [4], Guided
    • Fragmentation Shells: Damage 15L [4], Area:2
    • Incendiary: Damage N/A, Area:2, Incendiary (successful attack sets target on fire, dealing 8L/turn damage until put out)
    • HEAP: Damage 18L[5], AP:5
    • Chemical: Varies by chemical type, Area:2.
Heavier Payload Rifles trade muzzle velocity, fire rate, and ammunition supply for additional power.

Short Range Weapons

  • Plasma Cannon (Voss 88T): Accuracy +2, Damage 20L [8], Range 30, RoF 1, Magazine 10, Mass 20, Min Str. 5, Scale:1
Plasma cannon are high-intensity energy weapons capable of causing extreme damage to soft or hard targets alike. Plasma cannons fire a magnetically-contained stream of plasma that decoheres over short range, rendering them ineffective against distant targets.
  • Flamethrower (Dow Chemical XM410 Defoliant Projector): Accuracy +5, Damage 8L [4], Range 15, RoF 1, Magazine 25, Mass 8, Min Str. 2, Incendiary
Much more advanced than 20th century flamethrowers, 22nd century ones use binary gel fuel to ensure the safety of the user. However, they are even more lethal against human targets. 22nd century flamethrowers coat their targets with hot-burning sticky fuel, dealing 8L damage/turn and halving the opponent's soak. As with all incendiaries, unsealed armor provides no protection.

Missile Launchers

  • Disposable Missile (Voss Spiker): Accuracy +0, Damage 16L [8], Range 400, RoF 1, Magazine 1, AP:6, Guided, Mass 3, Min Str. 2, Scale 1
Disposable missile launchers are lightweight, low-profile single-shot missiles typically used against semi-hardened targets such as concrete buildings, foxholes, or heavy infantry.
  • SAM (L-K Killjoy): Accuracy +3, Damage 18L [8], Range 2,500, RoF 1, Magazine 2, AA, Exp:3, Guided, Mass 12, Min Str. 3, Scale 2
Modern infantry-portable SAMs are primarily used to eliminate low-flying drones, but still are vital for infantry support.
  • Anti-Tank Missile (L-K Lancer): Accuracy +0, Damage 24L [12], Range 1,000, RoF 1, Magazine 1, AP:10, Guided, Mass 10, Min Str. 3, Scale 2
ATGMs are heavy anti-vehicle missiles with fire-and forget intelligent seekers and high-powered shaped-charge warheads.

Support Machine Guns

  • Light Coilgun (L-K Junior R3): Accuracy +1, Damage 13L [3], Range 600, RoF 80/20, Magazine 160, Burst:4, AP:3, Mass 10, Min Str. 3
A lightweight infantry-scale support machine gun capable of threatening soldiers in Vacuum Assault Suits in short bursts, light coilguns fire coil rifle-sized darts (3-6mm) at extreme rates of fire. Light coilguns are commonly used in tight quarters by power-armored troopers who need a weapon light enough and small enough to be usable in close quarters combat but powerful enough to threaten other soldiers.
  • Heavy Coilgun (L-K BigBoy R5): Accuracy +1, Damage 16L [4], Range 600, RoF 60/15, Magazine 180, Burst:4, AP:4, Mass 40, Min Str. 8 (without tripod), 2 (with tripod)
A heavy machine gun firing relatively large-caliber (7-10mm) flechettes, the heavy coilgun is capable of damaging even light VARGs via sustained fire. Although theoretically usable by extremely strong unaugmented soldiers, the heavy coilgun is most commonly found in the hands of MiniVARGs and particularly beefy heavy weapons troopers in VAS.
  • Continuous Beam Laser (Ulanbator QSG-6): Accuracy +4, Damage 12L [3], Range 1000, RoF 1, Magazine 20, AP:4, Mass 14, Min Str. 2
Continuous beam lasers are laser-based "machine guns", using high-dissipation radiator systems to fire continuously rather than in short pulses. These weapons add +2 difficulty to all dodge attempts by their target as it is easy to 'sweep' the beam onto an enemy, and may attack up to 8 separate targets in one "attack" as if firing a burst.

Anti-Armor Weapons

  • Assault Cannon (ClinTech M-24 Sledgehammer): Accuracy +2, Damage 18L [6], Range 800, RoF 1, Magazine 5, AP:6, Mass 15, Min Str. 5, Scale 1
Assault cannons accelerate large-caliber high-explosive slugs to velocities over 2 kilometers a second to defeat VARGs and other light armor, but fail against heavier targets such as tanks. The assault cannon is primarily intended to be used by personnel in powered combat armor, but can be used by unaugmented shooters via a gyro brace or a bipod.
  • Pulse Cannon (Jianshi T-90): Accuracy +2, Damage 25L [15], Range 500, RoF 1/4, Magazine (inf), AP:10, Mass 74, Min Str. 13 (without tripod), 2 (deployed with tripod), Scale 3, Fast Tracking 2
Anti-armor and anti-aberrant particle accelerators, pulse cannons are absolutely brutal against heavily armored targets such as aberrants, VARGs, and tanks. Normally used with a two-man crew, the pulse cannon takes 15 seconds (5 combat rounds) for a trained crew to deploy into firing position.
  • Lightning Gun (TechnoDyne Zeus): Accuracy +1, Damage 16L [4] + 8E, Range 1000, RoF 1, Magazine (inf), AP:4, Bio, Tolerance 3, Mass 34, Min Str. 7, Scale 1
Lightning guns fire bolts of lightning via the emulation of the electrokinesis mode, causing heavy injury and disrupting electronic systems in the target.

Autonomous

  • Antipersonnel Bomblet Projector (Jianshi T-150 ADS): Accuracy 12d, Damage 12L, Range 150, RoF 3, Magazine 3, Area: 5, Mass 10, Min. Str 2
Bomblet Projectors are backpack-sized autonomous weapons which fire automatically with the dice pool given above, requiring no conscious action from the user. These bomblets are intended for elimination of tightly packed insurgents, Chromatics, or lightly armored aberrants. Bomblet projectors ignore all multiple action penalties and can empty their magazine in a second.
  • Antiarmor Bomblet Projector (ClinTech Steel Rain): Accuracy 10d, Damage 16L [4], Range 50, RoF 1, Magazine 1, Area: 3, Mass 15, Min. Str 3
This heavier bomblet projector is intended for elimination of power armored soldiers at the cost of significantly lower sustainability and a smaller effect radius.

Vehicle Weapons

Certain VARGs may mount modular weapons. Weapons given here are those weapons, which can be installed in the corresponding hardpoint. Weapons may come in Light, Medium, Heavy, or Support variants.

Light Weapons

Antipersonnel Mount: Mounts an infantry-scale weapon (typically heavy coilgun) and fires automatically with a dice pool of 6d + sensor bonus.
APMs are AI-controlled autonomous weapons which automatically acquire and eliminate infantry.
Light Autolaser: Accuracy +2, Range 500, Damage 13L [3], Rate 40, Magazine (inf), AP:3
Light Laser Cannon: Accuracy +2, Damage 15L [5], Range 750, Rate 5, Magazine (inf), AP:5, AA
Rocket Pod: Accuracy +2, Damage 16L [6], Range 500, Rate 20, Magazine 20, AP:2, AV:1, Exp:4
Light Coilgun: Accuracy +1, Damage 16L [4], Range 500, Rate 9, Magazine 90, AP:6
Coilgun MG: Accuracy +1, Damage 15L [4], Range 600, Rate 120/15, Magazine 1200, Burst:8, AP:4
SAM Rack: Accuracy +2, Damage 14L [8], Range 2,500, Rate 1, Magazine 20, AA, Exp:3, Guided
Anti-Tank Missile Rack: Accuracy +0, Damage 22L [12], Range 1,000, Rate 1, Magazine 6, AP:10 Guided
Small Missile Pod: Accuracy +0, Range 2,000, Damage 25L [10], Rate 3, Magazine 3, AP:10 Guided
Small Plasma Cannon: Accuracy +0, Damage 25L [10], Range 60, Rate 15/3, Magazine (inf), Burst:5
60mm Grenade Launcher: Accuracy +0, Damage (See Below), Range 500, Rate 15, Magazine 100
Fragmentation: Damage 16L [8], Exp:6
Flechette/Buckshot: Damage 15L [3], Range 50, hits everything in an arc
HEAP: Damage 18L [9], AP:6
Incendiary: Damage N/A, Area:3, Incendiary (successful attack sets target on fire, dealing 8L/turn damage until put out)
Chemical: Damage None, Area:3, Gas Payload (choose any airborne toxin to deploy)
Ion Whip: Accuracy +0, Damage Strength + 5L (+5d EMP)

Heavy Weapons

Particle Cannon: Accuracy +2, Range 1,000, Damage 30L [15], AP:10, Rate 1, Magazine (inf)
Missile Pod: Accuracy +0, Range 6,000, Damage 25L [10], Rate 9, Magazine 9, AP:10 Guided
H-K Missiles: Accuracy +0, Damage 30L [14], Range 10,000, Rate 2, Magazine 2, AP:6, AA, Guided
Medium Autolaser: Accuracy +2, Damage 15L [5], Range 750, Rate 30, Magazine (inf), AP:5, AA
Medium Laser Cannon: Accuracy +2, Damage 20L [8], Range 2,000, Rate 3, Magazine (inf), AP:7, AA
Medium Coilgun: Accuracy +1, Damage 21L [9], Range 1,000, Rate 4, Magazine 40, AP:9
90mm Mortar: Accuracy -2, Damage (see below), Range 3,000, Rate 2, Magazine 30
Fragmentation: 20L [10], Exp:5
Flechette/Buckshot: Damage 15L [5], Range 80, hits everything in an arc
HEAP: Damage 24L [12], AP:10
Incendiary: Damage 8L [8], Area:5, Incendiary (successful attack sets target on fire, doing 7L/turn until put out)
Chemical: Damage None, Area:5, Gas Payload

Support VARG Weapons

Heavy Plasma Cannon: Accuracy +0, Range 800, Damage 30L [20], Rate 5/1, Magazine (inf), Burst:5
Large Missile Pod: Accuracy +0, Range 6,000, Damage 25L [10], Rate 18, Magazine 18, AP:10 Guided
Heavy Laser Cannon: Accuracy +3, Damage 25L [12], Range 5,000, Rate 2, Magazine (inf), AP:10, AA
Heavy Coilgun: Accuracy +1, Damage 28L [14], Range 1,500, Rate 7, Magazine 70, AP:9
140mm Mortar: Accuracy -2, Damage (see below), Range 5,000, Rate 1, Magazine 15
Fragmentation: 28L [14], Exp:6
Flechette/Buckshot: Damage 15L [7], Range 100, hits everything in an arc
HEAP: Damage 30L [15], AP:12
Incendiary: Damage 10L [12], Area:8, Incendiary (successful attack sets target on fire, doing 10L/turn until put out)
Chemical: Damage None, Area:8, Gas Payload

Heavy Vehicle Weapons

One heavy vehicle weapon takes up 2 support weapon slots.

Heavy Railgun: Accuracy +2, Damage 35L [20], Range 1,500, Rate 1, Magazine 100, AP:15, AV:3
Orbital Defense Missile: Accuracy -2, Damage 50L [40], Range 100,000, Rate 1, Magazine 1, Guided, AP:20, AV:10, Exp:5
Tactical Nuclear Warhead: Damage 50A [75] + 100L [100] (halve lethal damage in vacuum), Exp:10
Orbital defense missiles are single-shot, muti-ton missiles that are capable of

Superheavy Weapons

These cannot be mounted on VARGs.

200mm Coilgun: Accuracy +0, Damage 40L [25], Rate 1/3, Range 2,000, Magazine 40, AP:20, AV:4
Anti-satellite mode multiplies its range by 20, but reduces its RoF to 1/12 and can only hit stationary or fixed-trajectory targets.
Superheavy Laser Cannon: Accuracy + 2, Damage 42L [21], Rate 1/3, Range 3,000, Magazine (inf), AP:18, AV:2 in AT mode
Accuracy +4, Damage 30L [15], Rate 1, Range 5,000, AP:10 in AA mode.
Anti-satellite mode requires the vehicle to stay stationary and halves fire rate but multiplies ranges by a factor of 10.

Accessories

Trinity-era weapons have various powerful attachments that they can attach for enhanced combat functionality.

Attachments

  • ECS
An Electronic Combat Sight system is an adaptive sighting, ranging, and condition compensation system, which adds +3 accuracy to any weapon, adds +1 to accuracy bonus from the first turn of aiming (increasing the bonus to +3) and doubles the per-turn bonus for aiming (from +1 to +2). An ECS can be fitted on any SMG or rifle-sized weapon. The ECS also adds an additional +3 to awareness rolls when used to scan an area.
  • Aberscope
An Aberscope integrated into a weapon provides the same bonuses as an implanted LANSA system, except external in nature. Note that a Nova with a non-Permanent Quantum power active is automatically detected on LANSA/Aberscopes, allowing a soldier with an Aberscope or implanted LANSA to effectively combat even invisible Aberrants (even if the imprecision of LANSA detection does not provide a solid lock).
  • Gyrostabilizer
A gyrostabilized weapon is designed to stabilize its targeting and tracking, allowing it to more accurately track fast-moving targets. When fired in bursts, gyrostabilized weapons ignore the first enemy dodge success due to superior targeting.
  • Overcharge/Overpressured
Overcharged or overpressured weapons use overloaded ammunition or powerpacks and reinforced components to allow them to (relatively) safely deal additional damage. An overpressure or overcharged weapon deals an additional +2 damage and increases its AP score by 1. Of course, if more 1s are rolled than successes, the attack automatically botches. These weapons are also heavier (+50% mass), and harder to handle (+1 to min strength)
  • Cooling Jacket
Often used to make the high heat buildup of such overcharged or overpressure weapons more manageable, cooling jackets allow the user to ignore the first 1 rolled on any attack roll with the weapon in question.
  • Integrated Payload Launcher: Accuracy +0, Damage (as ammunition), Range 250, Rate 1, Magazine 6, Mass 2
    • Fragmentation Shells: Damage 10L [4], Exp:3
    • Incendiary: Damage N/A, Area:1, Incendiary (successful attack sets target on fire, dealing 8L/turn damage until put out)
    • HEAP: Damage 14L[4], AP:4
    • Chemical: Varies by chemical type, Area:1.
The primary weapon of the rifleman is the payload launcher found on top or on the bottom of his weapon, depending on its configuration (bullpup linear accelerators go above the direct-fire component, while double or triple-barrel metalstorm systems are integrated under or around the weapon. This launcher fires a variety of airbursting or impact-detonating munitions, from HEAP to HE to incendiary, chemical, and even utility rounds such as cameras or flares (no stats given).
  • Underbarrel Screamer: Accuracy +0, Damage 8B, Range 20, RoF 1, Magazine 10, Mass 1.5
A nonlethal underbarrel mount, the underbarrel screamer incapacitates with minimal risk of fatality, making it a useful weapon for when a nonlethal option is required alongside the ability to engage targets with lethal force.
  • Underbarrel Shotgun: Accuracy +0, Damage 10L, Range 20, Rate 2, Magazine 6, Mass 1.5
Primarily used for breaching doors, the underbarrel shotgun provides the versatility of a shotgun to any weapon.

Ammunition Types

Obviously, ammunition cannot be applied to energy weapons. Most ammunition can be applied to all given weapons. Some may have restrictions.

  • Olaminium: +3 damage, +3 AP
Olaminium ammunition is exceedingly rare and used only in the most high-threat of situations, like against Aberrants. Due to the fact that olaminium is a completely artificial element, it is virtually unheard of to find these rounds in use outside of elite military forces. Olaminium projectiles use extremely high-pressure propellants (or extremely high-power electromagnets) to get their incredible stopping power and armor penetration, and as such require specially modified weapons (cost increases to 3 if less than 3, +1 cost otherwise). The strength requirement of such weapons also increases by +2.
  • Explosive: +2 damage, +1 AP
The Geneva Convention doesn't apply to "The One Race". Reactive ammunition such as this is also used by special investigators, black ops agents, and certain criminals. Armor-piercing explosive rounds are the successors to ammunition designs such as the "Raufoss" round, combining hardened penetrators with explosive cores.
  • Gel: Bashing Damage, double armor/power soak, toxin payload (may be absorbed via skin)
Gel rounds have soft gel heads and low velocities, and are commonly used with soporifics for riot control. Occasionally, gel rounds are paired with chemical agents such as Eclipsidol or Moxoquintaine to neutralize Aberrants with relatively quiet ammunition.
  • Proximity: +1 damage, may be set to proximity airburst (half damage, ignores cover, no longer gains bonus damage from excess successes on the attack roll)
Microexplosive rounds use the highly energetic synthesized explosives of the 22nd century to achieve meaningful explosive radii on small-caliber solid ammunition. Although their bursting damage is extremely low, it allows the ammunition's user to eliminate targets behind cover without difficulty.
  • Guided: -1 damage, +1 Accuracy, weapon gains the Guided tag (-1 enemy dodge success, reduces difficulty penalties from range by 1)
Guided rounds have "smart skin" and gyrojet propulsion, allowing them to alter their course to hit targets they would normally miss. Combined with a laser designator system attached to or built into the weapon, guided munitions make a mediocre shooter into a good one and a good one a grandmaster.

Aberrant-Era Ammunition

All ammunition from the Aberrant era exists (save Hypercore), and are listed below.

  • Armor Piercing Ammo: AP:+3, Damage(-1L or -[1] if weapon has damage adds)
  • Beanbag/Rubber Bullet: Doubles armor/power-granted soak, deals bashing damage past 5 meters.
  • +P: Damage(+1), Weapon breaks if more 1s are rolled than successes.
  • Match: Accuracy +1, Rng +25% if aiming.
  • Multiplex: Accuracy +2, Damage(-3), Damage Add +[1].
  • JHP/JSP/Other Antipersonnel: Damage(-3), AP reduced to 0, Damage Add +[3]. Minimum damage is 3L, weapons dealing 5L base damage or less add +[2] instead of +[3] to their Damage add.
  • Subsonic: Damage(-1) or (-2) if damage is greater than 8L, reduces weapon report (with suppressor), insufficient power to cycle weapon (RoF is reduced to 2 if normally higher than 2).