| Weapon |
Heavy machine gun
1D6+2 DAMAGE |
|---|---|
| Skin | Visual ghosting |
| Tags |
RITUAL
Shatters to protect you from death once, negating lethal damage. Disintegrates afterward.
BANE
Forged from (or fires) a magically useful material of your choice (silver, salt, etc.) Deals double DAMAGE to those affected.
FLASHY
If you describe a unique and bombastic attack with this weapon, you can roll +CREATIVE to hit. |
Generate weapons
| Weapon |
Heavy hand (knuckle dusters, etc.)
1D6 DAMAGE |
|---|---|
| Skin | Never gets dirty |
| Tags |
UNSTABLE
Can be set to overload to deal triple DAMAGE once; explodes for 3D6 damage to everyone nearby seconds later.
REMOTE
Projectiles (or the weapon itself) can be remotely steered through chutes and around walls.
LUCKY
Rolling an ultra success while attacking with this weapon grants the user one WAR DIE. |
| Weapon |
Large axe
1D6+1 DAMAGE |
|---|---|
| Skin | Metallic origami |
| Tags |
ACCURATE
Scoped, sighted, or well-balanced; this weapon grants one automatic success when attacking per mission.
SAPIENT
Communicates with its wielder by thought; roll 1D6 for disposition: bloodthirsty, caring, craven, excitable, morose, stoic.
LOUD
Attacks with this weapon draw the undivided attention of enemies within earshot (and instantly reveal your position). |
| Weapon |
Semi-automatic rifle
1D6+1 DAMAGE |
|---|---|
| Skin | Blood red |
| Tags |
INDESTRUCTIBLE
Impervious to everything; can withstand any amount of pressure or corrosion.
COLLAPSIBLE
Easily concealed, no matter the size; will never be detected during pat-downs.
PROTOTYPE
Wielding this next-generation weapon grants +1 TACTICAL; roll +TAC to attack with it. |
| Weapon |
Light machine gun
1D6+1 DAMAGE |
|---|---|
| Skin | Snakeskin accents |
| Tags |
LIGHT
Weighs almost nothing. Grants +1 on REFLEXIVE rolls that involve this weapon.
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.)
ELECTRIFIED
Deals double DAMAGE to robots and other complex machines. Shorts out running electronics and briefly electrifies bodies of water. |
| Weapon |
Rocker launcher
1D6+2 DAMAGE |
|---|---|
| Skin | Verdant green |
| 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).
COLLAPSIBLE
Easily concealed, no matter the size; will never be detected during pat-downs.
MEDICAL
Once per mission, you may use this weapon to deal negative DAMAGE, healing the target. |
| Weapon |
Small ranged (slingshot, BB gun, etc.)
3 DAMAGE |
|---|---|
| Skin | Trickles blood |
| 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).
MESSY
Enemies explode into gore/goo/scrap etc. on ultra successes (in addition to the usual bonus). No identifiers will remain—not even teeth.
CUSTOMIZED
Deals an additional 1 DAMAGE and has a weapon skin (p. 141); coveted by enemies. |
| Weapon |
Heavy hand (knuckle dusters, etc.)
1D6 DAMAGE |
|---|---|
| Skin | Ivy leaf decal |
| Tags |
ICE
Makes surfaces slick and deals double DAMAGE to anything that requires warmth to function.
LIGHT
Weighs almost nothing. Grants +1 on REFLEXIVE rolls that involve this weapon.
ANTI-MATERIEL
Deals double DAMAGE to vehicles and structures; cumbersome to carry around. |
| Weapon |
Hand cannon
1D6+1 DAMAGE |
|---|---|
| Skin | Sloppily modified |
| Tags |
CUSTOMIZED
Deals an additional 1 DAMAGE and has a weapon skin (p. 141); coveted by enemies.
SAPIENT
Communicates with its wielder by thought; roll 1D6 for disposition: bloodthirsty, caring, craven, excitable, morose, stoic.
COLLAPSIBLE
Easily concealed, no matter the size; will never be detected during pat-downs. |
| Weapon |
Sword
1D6+1 DAMAGE |
|---|---|
| Skin | Ideological symbols Illuminated with mythic art Impossible serial number Incense smell |
| Tags |
MENACING
Enemies who see a comrade slain by this weapon have a 1-in-1D6 chance to flee.
QUICK-DRAW
Attacks that target enemies drawing their weapons will always succeed.
STUN
Those damaged by this weapon cannot move or act until their current HP changes. |