INTACT Mobile Weapon Armory
Mecha Fighting
Alpha Edge Sword
- Accuracy: 3
- Parry: 3
- Burst: 0
- Range: M
- Penetration: 5
- Strength: 0
- Size: 1
- Draw: 0
- Charge: 0
- Special: Hardened, Disruptor: 2
Alpha Edge Pole
- Accuracy: 4
- Parry: 4
- Burst: 0
- Range: M
- Penetration: 5
- Strength: 0
- Size: 2
- Draw: 0
- Charge: 0
- Special: Hardened, Disruptor: 3
Beam Saber
- Accuracy: 3
- Parry: 3
- Burst: 0
- Range: M
- Penetration: 5
- Strength: 2
- Size: 1
- Draw: 0
- Charge: 0
- Special: Armor Piercing: 4
Mega Beam Saber
- Accuracy: 1
- Parry: 1
- Burst: 0
- Range: M
- Penetration: 7
- Strength: 3
- Size: 2
- Draw: 1
- Charge: 0
- Special: Armor Piercing: 4
Slash Harken
- Accuracy: 3
- Parry: N/A
- Burst: 0
- Range: M
- Penetration: 5
- Strength: 0
- Size: 1
- Draw: 0
- Charge: 0
- Special: First Strike
Electro-Whip
- Accuracy: 0
- Parry: N/A
- Burst: 0
- Range: M
- Penetration: Special
- Strength: 0
- Size: 1
- Draw: 0
- Charge: 1
- Special: Entangling
Pulse Claw
- Accuracy: 0
- Parry: N/A
- Burst: 0
- Range: M
- Penetration: 5
- Strength: 2
- Size: N/A (Fixed)
- Draw: 1
- Charge: 1 (+2X energy for +2X penetration and +X Strength)
- Special: Grapple, Overpower
Gunnery
Kinetic Weapons
Most projectile weapon designs currently in service date back to the System War or before, having achieved a high degree of technical maturity during the consolidation era and subsequently seen relatively minor changes. Kinetic weapons were standard on mecha during the System War, it was only the introduction of compact and cheap hypercapacitors that led to their progressive replacement by beam guns. Nonetheless there is an immense amount of war surplus weaponry in explored space and many prefer the rugged reliability and environmental insensitivity of kinetic weapons.
Compact Autorail
- Accuracy: 0
- Burst: 3
- Range: 5
- Penetration: 5
- Strength: 0
- Size: 2
- Draw: 0
- Charge: 1
Autorail
- Accuracy: 0
- Burst: 4
- Range: 8
- Penetration: 6
- Strength: 0
- Size: 3
- Draw: 0
- Charge: 1
Gatling Array
- Accuracy: -1
- Burst: 8
- Range: 5
- Penetration: 5
- Strength: 0
- Size: 4
- Draw: 0
- Charge: 0
- Special: Limited Ammunition: 6
Assault Gatling Array
- Accuracy: -1
- Burst: 10
- Range: 5
- Penetration: 6
- Strength: 0
- Size: 6
- Draw: 0
- Charge: 0
- Special: Limited Ammunition: 4
Heavy Railgun
- Accuracy: -2
- Burst: 0
- Range: 12
- Penetration: 12
- Strength: 0
- Size: 5
- Draw: 0
- Charge: 2
Shotcannon
- Accuracy: 1
- Burst: 0
- Range: 3
- Penetration: 6
- Strength: 0
- Size: 3
- Draw: 0
- Charge: 0
- Special: Reduces target's Agility by 3 (to a minimum of 0)
Smart Grenade Launcher
- Accuracy: 1
- Burst: 0
- Range: 5
- Penetration: 4
- Strength: 2
- Size: 3
- Draw: 0
- Charge: 0
- Special: Limited Ammunition: 6
Bazooka
- Accuracy: -2
- Burst: 0
- Range: 4
- Penetration: 10
- Strength: 5
- Size: 3
- Special: Limited Ammunition: 3
Panzerfaust
- Accuracy: -2
- Burst: 0
- Range: 3
- Penetration: 10
- Strength: 5
- Size: 1
- Draw: 0
- Charge: 0
- Special: Single Shot (disposable)
Energy Weapons
While energy weapons have been in service since the 21st century, it was the introduction of hypercapacitors during the System War that made them a truly viable alternative and indeed superior option to projectil-firing weapons. Most energy weapons are particle accelerators, colloquially known simply as 'beam weapons' and are powered by removable energy caps. The Solar Federation has completely phased beam weapons into service, with other states lagging behind.
Beam Pistol
- Accuracy: 0
- Burst: 0
- Range: 6
- Penetration: 5
- Strength: 0
- Size: 2
- Draw: 1
- Charge: 2
- Special: Armor Piercing: 2
Beam Carbine
- Accuracy: 0
- Burst: 3
- Range: 8
- Penetration: 5
- Strength: 0
- Size: 3
- Draw: 1
- Charge: 2
- Special: Armor Piercing: 2
Beam Gatling
- Accuracy: -1
- Burst: 8
- Range: 6
- Penetration: 5
- Strength: 0
- Size: 5
- Draw: 1
- Charge: 4
- Special: Armor Piercing: 2
Beam Rifle
- Accuracy: 0
- Burst: 0
- Range: 10
- Penetration: 6
- Strength: 0
- Size: 3
- Draw: 1
- Charge: 3
- Special: Armor Piercing: 2
Heavy Beam Gun
- Accuracy: -2
- Burst: 0
- Range: 15
- Penetration: 4 [2]
- Strength: 1
- Size: 5
- Draw: 2
- Charge: 4
- Special: Armor Piercing: 3
Sniper Beam Rifle
- Accuracy: -2
- Burst: 0
- Range: 15
- Penetration: 7
- Strength: 0
- Size: 4
- Draw: 1
- Charge: 3
- Special: Armor Piercing: 2, Gains +1 Penetration for every success on the to-hit roll.
Scattering Beam Gun
- Accuracy: -1
- Burst: 4
- Range: 6
- Penetration: 5
- Strength: 0
- Size: 3
- Draw: 1
- Charge: 2
- Special: Armor Piercing: 2
Plasma Gun
- Accuracy: -2
- Burst: 0
- Range: 8
- Penetration: 16
- Strength: 0
- Size: 3
- Draw: 0
- Charge: 4
- Special: Loses 1 Penetration per square
Particle Projection Cannon
- Accuracy: -3
- Burst: 0
- Range: 25
- Penetration: 6 [3]
- Strength: 3
- Size: 10
- Draw: 5
- Charge: 10
- Special: Armor Piercing: 3
Exotic Weapons
'Exotic' is often shorthand for 'stolen or reverse-engineered from Posthuman technologies', though some Nephilim weapons would also fall under this. They tend to exhibit unusual and difficult-to-replicate abilities and require Omega dust or similarly rare materials. Furthermore, the firmware for them is typically difficult (or outright impossible) to program, combining to make them curiosities more than main-line weapons.
Phalanx
- Accuracy: 0
- Burst: 6
- Range: 4
- Penetration: 5
- Strength: 0
- Size: 3
- Draw: 2
- Charge: 2 (+X power per +3X Burst)
- Special: Armor Piercing: 2
Artillery
Kinetic Weapons
Projectile weapons remain the de facto standard for groundside artillery, due to their indirect-fire and selective-munition ability. Even the most sophisticated Sol Federation fire support mobile suits still use shell-firing artillery thanks to this versatility. By contrast, beam weapons were common on warships even before the System War and outside of specialized weapons kinetic weapons are only found on generations-old vessels.
Guided missiles were and remain popular in all environments, ranging from lightweight dogfighting and swarmer missiles to heavy shipkiller devices the size of small fighters.
Gunlauncher
- Accuracy: 0
- Burst: 0
- Range: 12
- Penetration: 8
- Strength: 2
- Size: 4
- Draw: 0
- Charge: 2
- Special: Limited Ammunition: 6
Massdriver
- Accuracy: -2
- Burst: 0
- Range: 25
- Penetration: 8
- Strength: 2
- Size: 7
- Draw: 0
- Charge: 2
- Special: Limited Ammunition: 6
Light Missile
- Accuracy: 2
- Burst: 0
- Range: 20 (max)
- Penetration: 6
- Strength: 1
- Size: 1
- Draw: 0
- Charge: 0
- Special: Single Shot (disposable)
Heavy Missile
- Accuracy: 1
- Burst: 0
- Range: 30 (max)
- Penetration: 10
- Strength: 3
- Size: 2
- Draw: 0
- Charge: 0
- Special: Single Shot (disposable)
Energy Weapons
'Artillery' type energy weapons are almost always limited to starships, where they make up the primary armament of most warships.
Beam Cannon
- Accuracy: -2
- Burst: 0
- Range: 25
- Penetration: 6 [2]
- Strength: 2
- Size: N/A (Fixed only)
- Draw:
- Charge:
- Special: Armor Piercing: 3, Alpha Capacitor: 2
Remote Weapons
22nd century ECM methods pushed for a return to onboard weapons, and it wasn't until the introduction of quantum signalling near the end of the century that truly reliable remotely-operated weapons returned to the battlefield. The most common of these are Funnels, which are compact remotely-operated robotic weapons deployed from a parent mobile suit. The Solar Federation (and particularly the Seraphim) are leaders in this technology, though recently the Saggitan Union unveiled a counterpart, the AAB (Automated Attack Bit). These swarm-intelligence remote weapons have swiftly spread to all League of Outer Stars member-systems.
As remote weapons are relatively compact they have extremely limited room for energy systems; even modern loop-torsion superconductors can only provide so much power storage. Consequently their power stats are modified slightly as follows:
Battery: How much power the remote weapon's onboard systems can hold. This can be recharged whenever they dock with their mother unit from their mother unit's own reactor/battery.
Charge: How much power the remote weapon uses per attack.
INTACT Mk 14 'Fulgorin' Funnel Array
- Accuracy: 1
- Burst: 3
- Range: 4
- Speed: 10
- Control Range: 15
- Penetration: 5
- Strength: 0
- Size: 4
- Battery: 8
- Charge: 2
- Special: Armor Piercing: 2, uses Aleph Weapon skill
- Funnels have Agility: 6 and a strike defense pool equal to the controller's Aleph + Aleph Weapon skill. Any successful attack destroys one Funnel, imposing a -1 penalty to Accuracy and Burst. A funnel array that suffers 4 hits (reduced to -1/-1) is rendered useless.
INTACT Mk 17 'Tiensin' Funnel Array
- Accuracy: 0
- Burst: 2
- Range: 4
- Speed: 8
- Control Range: 20
- Penetration: 7
- Strength: 0
- Size: 5
- Battery: 9
- Charge: 3
- Special: Armor Piercing: 2, uses Aleph Weapon skill
- Funnels have Agility: 5 and a strike defense pool equal to the controller's Aleph + Aleph Weapon skill. Any successful attack destroys one Funnel, imposing a -1 penalty to Accuracy and Burst. A funnel array that suffers 3 hits (reduced to -1/-1) is rendered useless.
Seraphim Prototype Funnel Array
- Accuracy: 3
- Burst: 5
- Range: 4
- Speed: 12
- Control Range: 20
- Penetration: 5
- Strength: 0
- Size: 5
- Battery: 6
- Charge: 2
- Special: Armor Piercing: 1, uses Aleph Weapon skill
- Funnels have Agility: 7 and a strike defense pool equal to the controller's Aleph + Aleph Weapon skill. Any successful attack destroys one Funnel, imposing a -1 penalty to Accuracy and Burst. A funnel array that suffers 6 hits (reduced to -1/-1) is rendered useless.
Union QA-3 ONYX AAB
- Accuracy: 0
- Burst: 0
- Range: 6
- Speed: 7
- Control Range: 4
- Penetration: 6
- Strength: 0
- Size: N/A (independent unit)
- Battery: N/A (reactor powered)
- Charge: N/A (reactor powered)
- Special: Armor Piercing: 2, Independent, Extra Attack
- AABs have Agility: 5 and a dice pool of D10 + Controlling craft's Electronics for all rolls. They have an Armor value of 1, and if their armor is penetrated they are destroyed. If their controlling unit is destroyed they will automatically seek out the nearest friendly unit within 20 squares and link up. Failing this they will immediately return towards their mothership. No mobile suit may control more than four AABs at any time.
- As AABs are essential compact drone fighters they have a full reactor-fed power and propulsion system and do not dock with a mother craft to recharge. However they are sufficiently large that they take up 1/4 of the space of a standard mobile suit.