| Weapon |
Ultra-shotgun
2D6 DAMAGE |
|---|---|
| Skin | Floral print |
| Tags |
QUICK-DRAW
Attacks that target enemies drawing their weapons will always succeed.
COLLAPSIBLE
Easily concealed, no matter the size; will never be detected during pat-downs.
ACCURATE
Scoped, sighted, or well-balanced; this weapon grants one automatic success when attacking per mission. |
Generate gear
| Vehicle |
Work vehicle (e.g. tractor, crane)
16 HP, 2 ARMOR |
|---|---|
| Attachments |
Mounted heavy weapon
1D6+2 DAMAGE
Homing missiles
1D6+2 DAMAGE, 1D6 missiles
Auto-targeting prototype cannon
2D6 DAMAGE |
| Cyclops Gadget |
Teleporter relay
The chest-mounted teleporter relay instantly transports the user to the nearest CYCLOPS facility when the cord is pulled. CYCLOPS has no way to identify who is using a relay until target-site atomic reconstruction is complete, which can lead to major confusion if the incoming user turns out to be an enemy operative. |
|---|
| Weapon |
Bolt-action rifle
1D6+1 DAMAGE |
|---|---|
| Skin | Floral print |
| Tags |
UNSTABLE
Can be set to overload to deal triple DAMAGE once; explodes for 3D6 damage to everyone nearby seconds later.
MENACING
Enemies who see a comrade slain by this weapon have a 1-in-1D6 chance to flee.
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). |
| Vehicle |
Race car (e.g. sports, stock)
10 HP, 0 ARMOR |
|---|---|
| Attachments |
Mounted gun
1D6+1 DAMAGE
Side hazards (e.g. spikes, laser jets)
3 DAMAGE
Homing missiles
1D6+2 DAMAGE, 1D6 missiles |
| Cyclops Gadget |
Containment pylons
One CYCLOPS containment kit includes three telescoping black pylons (ten inches long collapsed and about five feet tall with spring-loaded tripod feet when extended) and a two-button remote which fits in the user’s palm. When the pylons are placed in a triangle and activated, a pyramid-shaped forcefield (6 ARMOR, 40 HP) forms between them. The containment pylons nullify most of the movement-based abilities known to CYCLOPS, have a maximum volume roughly equal to a gymnasium, and can be switched to “neutralize,” turning the forcefield bright red and dealing 6D6 DAMAGE to anything inside. |
|---|
| Weapon |
Large axe
1D6+1 DAMAGE |
|---|---|
| Skin | Fungal growths |
| Tags |
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.
CURSED
Requires powerful magic to remove once equipped. The wielder may permanently spend 1D6 MAX HP to guarantee a successful attack. |
| Contents | Medical Supplies (1D6 medkits, +1D6+TAC HP) |
|---|
| Armor |
Tactical clothing
1 ARMOR |
|---|
| Tag |
ANTI-MATERIEL
Deals double DAMAGE to vehicles and structures; cumbersome to carry around. |
|---|