Weapons

Rules Maps Journal Ship Laboratory Equipment Codex

Weapons have a few features that distinguish them. The amount of damage the weapon does is important, of course. Also of interest is how many rounds the weapon can fire before it has to be reloaded, and the ranges where the weapon is the most effective.

Weapons ranges are set at Short Range, Medium Range, and Long Range. Weapons can hit targets that are one range step outside their effective range, but they do half damage when they hit. A weapon can’t hit effectively at all more than one range category outside it’s effective ranges.
  • Short Range: Anything from Melee range to within a few yards counts as short range.
  • Medium Range: Outside of short range, but still close enough to be able to pick out details visually on the enemy. Medium range is the norm for most combatants.
  • Long Range: Too far away to easily see more than a silhouette and and uniform colors.
Weapon: Acc: Dam/CritD: CritR: Cap: Ranges: Mods: Tier: Cost:
Light Pistols                
Kessler 151 +3 5 / 9 20 19 Short; Med 1 1 500
Striker P12 +2 8 / 12 20 13 Short; Med 0 2 750
Stinger MG4 +3 8 / 12 20 15 Short; Med 1 3 1000
                 
Heavy Pistols                
M-3 Predator +1 10 / 15 20 9 Short; Med 0 1 800
M-5 Stallion -1 12 / 16 18-20 7 Short 1 2 1200
M-6 Carnifex 0 10 / 15 19-20 6 Short; Med 1 3 1600
ZT Stinger +3 18 / 26 20 6 Short; Med 1 4 9600
                 
Shotguns                
M-23 Katana 0 16 / 25 19-20 12 Short 2 1 1000
M-27 Scimitar +1 18 / 27 20 7 Short; Med 1 2 1500
M-22 Eviscerator 0 20 / 30 19-20 9 Short 2 3 2000
M-300 Claymore -5 32 / 47 17-20 6 Short 1 4 15000
                 
Sub Machine Guns                
M-4 Shuriken +5 8 / 14 20 45 (15) Short; Med 1 1 1000
Shuriken Auto +2 12 / 18 20 45 (3) Short; Med 1 1  
M-9 Tempest +2 12 / 16 20 90 (30) Short; Med 0 2 1500
Tempest Auto 0 16 / 21 20 90 (6) Short; Med 0 2  
M-12 Locust +3 10 / 15 20 60 (20) Short; Med 1 3 1750
Locust Auto 0 16 / 24 20 60 (4) Short; Med 1 3  
M-17 Hornet +6 14 / 21 20 90 (30) Short; Med 1 4 6750
Hornet Auto +2 20 / 30 20 90 (6) Short; Med 1 4  
                 
Assault Rifles                
M-8 Avenger +4 10 / 15 20 75 (25) S; M; L 1 1 1600
Avenger Auto +1 15 / 23 20 75 (5) S; M; L 1 1  
M-15 Vindicator +3 12 / 18 20 60 (20) S; M; L 2 2 1800
Vindicator Auto 0 16 / 25 20 60 (4) S; M; L 2 2  
M-76 Revenant +5 12 / 18 20 90 (30) S; M; L 2 3 2500  
Revenant Auto +2 18 / 27 20 90 (6) S; M; L 2 3  
AR-55 Breaker +3 18 / 27 20 60 (20) S; M; L 2 4 7500  
Breaker Auto +0 27 / 32 20 60 (4) S; M; L 2 4  
                 
Sniper Rifles                
M-92 Mantis +3 16 / 24 20 7 Med; Long 2 1 2000
M-97 Viper +7 10 / 16 20 12 S; M; L 1 2 3000
Viper Burst +3 18 / 27 20 12 (4) S; M; L 1 2  
M-29 Incisor +5 20 / 30 20 3 Med; Long 2 3 3500
Widow Anti-Materiel Rifle@ +2 40 / 60 20 6 Med: Long 1 4 10,000

@ Requires Tripod or Cybernetics to fire. Setting up a Tripod is a Standard Action.




Heavy Weapons

Heavy weapons are usually delegated to a single member of the squad. They almost always have some kind of explosive effect that would made the battlefield too dangerous if an entire squad was using them. Even when a squad does have a heavy weapons guy, these weapons are often toted out only once in a while, at least during commando work. Most operatives are engaged in missions where the precise use of force is better than mass destruction. Still, it’s good to at least have the option to cut loose if it turns out to be needed.

Heavy weapons are extremely time consuming to reload, taking 2 Standard Actions instead of one. It takes two rounds on the move to reload a heavy weapon, or it can be accomplished by spending one whole round working on it, and then part of the next.

For Heavy Weapons, if a range is listed in Red the weapon is dangerous to fire at that range due to the ferocity of its explosion or some other factor. For weapons with a blast, S = a small blast, smaller than a typical Short Range explosion from the center. L = A large blast that covers an entire Short Range area, and X designates a blast that covers a truly substantial area.

Weapon: Damage/Crit: Capacity: Ranges: Blast: Special Effect:
Missile Launcher 50 / 75 1 Short; Medium; Long S Knockdown
Cryo Blaster 10 / 20 7 Short; Medium L x5 Shield Damage
Flamethrower 20 / 30 5 Short S Ignites
       
M-920 Cain 150 1 Short; Medium; Long X Knockback
Autocannon 30 / 45 1200 (6) Short; Medium; Long Suppression
       
Goober Gun Special 10 Short; Medium L Immobilizes

Weapon Mods

Item: Price: Availability: Legality: Tier
Combat Sensor 2500 5 L 1
Cycling Capacitors 4000 3 R 1
Heat Sink I 2000 5 L 1
Kinetic Convertor 7500 2 L 2
Rail Extension 5000 4 R 1
Rail Extension II 10,000 3 R 2
Recoil Damper 3000 5 L 1 Recoil Stabilizer 7500 3 L 2
Shield Surger 3000 2 R 1
Cycling Capacitors: A system of several capacitors in two parallel lines that can be modded in to the propulsion system of any modern gun bigger than a pistol. While the gun is firing, half the capacitors discharge, putting extra energy into the gun’s mass effect system. At the same time, the other half of the capacitors are drawing down extra power from the gun’s energy cell to charge. This results in an increase in damage, but makes the gun run very hot, doubling the rate at which it eats through thermal clips.
  • +5 to base gun damage.
  • 1/2 ammo capacity.
Combat Sensor: These sensors are fitted to the forward end of a weapon, and they feed back information to the weapon’s scope and the user’s HUD. They search for light-distortions and mass effect fields that generally accompany any kind of cloaking attempt, improving the weapon’s accuracy a little, and reducing the penalties for firing on cloaked targets.
  • +1 to weapon accuracy.
  • +3 total bonus to accuracy when firing on a cloaked target.
Heat Sink I: The T1 version of the heat sink is simply an extra heat absorption system slotted into one of the weapon’s mod-slots. It absorbs heat from the barrel and propulsion systems and expends it via some barely-visible metal fins on the side of the weapon.
  • Ammo capacity of the weapon increased by 25%, rounded up.
  • Multiple Heat Sinks are cumulative in their increase, assuming the weapon has more than one upgrade slot.
Kinetic Converter: An experimental mod that converts heat buildup in the weapon to kinetic energy by means of a simple heat engine. The T1 model is very good at dissipating heat, but cannot contain the extra recoil very well. As a result, weapon accuracy suffers.
  • Ammo capacity increased by 100%.
  • Weapon accuracy reduced by 5.
Rail Extension: A longer barrel makes a weapon harder-hitting, at the expense of some extra heat buildup that burns through clips a little faster.
  • +2 to weapon base damage.
  • Ammo capacity reduced by 20% (rounded up).
Rail Extension II: Barrel length remains the same as the first rail extension mod, but a better integration with the weapon is achieved, increasing the damage dealt while decreasing the problems with heat increase.
  • +5 to weapon base damage.
  • Ammo capacity reduced by 10% (rounded up).
Recoil Damper: The internal parts of the gun are modded with mass effect field generators and springs to allow the weapon to absorb substantially more of the kickback from its main rail. The overall effect is to reduce the problems with accuracy that firing on automatic modes usually imposes.
  • +2 to weapon accuracy when firing on Autofire.
  • Cannot increase the weapon’s accuracy beyond the weapon’s burst-fire accuracy.
Recoil Stabilizer: Recoil stabilizers use advanced materials and and special Element Zero nodes to absorb excess shock and mass-effect energy in order to give a cleaner, smoother firing ability for any weapon. Considered a T2 upgrade to the Recoil Damper.
  • +1 to weapon accuracy.
  • +4 to accuracy when the weapon is firing on autofire mode. (up to modified burst accuracy)
Shield Surger I: A potentially dangerous armor mod, this device bypasses the safeties on a shield’s regeneration modules, burning them out in order to restore shields immediately. After the device is used, the armor’s shield unit will have to be repaired out of combat before it can recharge again.
  • +100% shields when activated, to the armor’s normal maximum.
  • Shields cannot be regenerated by avoiding damage or with powers like Shield Boost until armor is repaired.

Weapons

At the Heart of the Abyss Drascus