| Weapon |
Light machine gun
1D6+1 DAMAGE |
|---|---|
| Skin | Electric yellow Embroidered |
| Tags |
EXPERIMENTAL
When each mission begins, roll D66 on this table for the weapon’s effect (if you get EXPERIMENTAL, create a new one with the ref).
INDESTRUCTIBLE
Impervious to everything; can withstand any amount of pressure or corrosion.
LUCKY
Rolling an ultra success while attacking with this weapon grants the user one WAR DIE. |
Generate weapons
| Weapon |
Concussion grenade
1D6 DAMAGE |
|---|---|
| Skin | Rust-bitten |
| Tags |
ALT-FIRE
This weapon has a secondary component or form which also deals damage, (e.g. bayonet, launcher attachment, sword that becomes a whip).
CUSTOMIZED
Deals an additional 1 DAMAGE and has a weapon skin (p. 141); coveted by enemies.
QUICK-DRAW
Attacks that target enemies drawing their weapons will always succeed. |
| Weapon |
Large bomb (e.g. C4 setup)
2D6 DAMAGE |
|---|---|
| Skin | Sacred geometry |
| Tags |
SHREDDER
Deals double DAMAGE to exposed flesh. On critical hits, decreases the target’s ARMOR by 1.
DUMMY
Appears to be a weapon, but is actually another mundane item of your choice (e.g. gun lighter, fake sword with a hidden compartment).
VALUABLE
Utterly unique in history or make. Can be used as a bargaining chip in almost any situation. |
| Weapon |
Bolt-action rifle
1D6+1 DAMAGE |
|---|---|
| Skin | Candy striped |
| Tags |
TRANQUILIZER
As NON-LETHAL, but chance is increased to 5-in-1D6 if a vulnerable area is specifically targeted (e.g. head, neck, exposed membrane, etc.)
LIGHT
Weighs almost nothing. Grants +1 on REFLEXIVE rolls that involve this weapon.
MEDICAL
Once per mission, you may use this weapon to deal negative DAMAGE, healing the target. |
| Weapon |
Assault rifle
1D6+1 DAMAGE |
|---|---|
| Skin | Grotesquely segmented Growing hair |
| Tags |
ALT-FIRE
This weapon has a secondary component or form which also deals damage, (e.g. bayonet, launcher attachment, sword that becomes a whip).
PROTOTYPE
Wielding this next-generation weapon grants +1 TACTICAL; roll +TAC to attack with it.
MEDICAL
Once per mission, you may use this weapon to deal negative DAMAGE, healing the target. |
| Weapon |
Carbine
1D6 DAMAGE |
|---|---|
| Skin | Skull and crossbones |
| Tags |
CURSED
Requires powerful magic to remove once equipped. The wielder may permanently spend 1D6 MAX HP to guarantee a successful attack.
MESSY
Enemies explode into gore/goo/scrap etc. on ultra successes (in addition to the usual bonus). No identifiers will remain—not even teeth.
SAPIENT
Communicates with its wielder by thought; roll 1D6 for disposition: bloodthirsty, caring, craven, excitable, morose, stoic. |
| Weapon |
Pistol
1D6 DAMAGE |
|---|---|
| Skin | Seems to breathe |
| Tags |
LOUD
Attacks with this weapon draw the undivided attention of enemies within earshot (and instantly reveal your position).
RITUAL
Shatters to protect you from death once, negating lethal damage. Disintegrates afterward.
INCENDIARY
When damage is dealt, this weapon also deals 2 DAMAGE to anything within fire- spreading range. Deals double DAMAGE to plants. |
| Weapon |
Hand cannon
1D6+1 DAMAGE |
|---|---|
| Skin | Sacred geometry |
| Tags |
CUSTOMIZED
Deals an additional 1 DAMAGE and has a weapon skin (p. 141); coveted by enemies.
TRANQUILIZER
As NON-LETHAL, but chance is increased to 5-in-1D6 if a vulnerable area is specifically targeted (e.g. head, neck, exposed membrane, etc.)
BANE
Forged from (or fires) a magically useful material of your choice (silver, salt, etc.) Deals double DAMAGE to those affected. |
| Weapon |
Ultra-shotgun
2D6 DAMAGE |
|---|---|
| Skin | Desert camo |
| Tags |
ICE
Makes surfaces slick and deals double DAMAGE to anything that requires warmth to function.
INDESTRUCTIBLE
Impervious to everything; can withstand any amount of pressure or corrosion.
FLASHY
If you describe a unique and bombastic attack with this weapon, you can roll +CREATIVE to hit. |
| Weapon |
Frag grenade
1D6+1 DAMAGE |
|---|---|
| Skin | Bandage wrapping |
| Tags |
BANE
Forged from (or fires) a magically useful material of your choice (silver, salt, etc.) Deals double DAMAGE to those affected.
SAPIENT
Communicates with its wielder by thought; roll 1D6 for disposition: bloodthirsty, caring, craven, excitable, morose, stoic.
NON-LETHAL
Does not deal DAMAGE; has a 3-in-1D6 chance to knock unconscious on a success. |