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WARNING!: These are intended for use with vehicles and/or as part of special scenarios
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TierTier NameDamageAPRoFMagAmmoWgValSTRRangeTypeSpecial
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55.120mm AMR100 +5d1065/45+20 -520mm Round4510K10SniperVery Heavy-15 DT , Bi-Pod, Bolt-Action, can not fire Flakk Rounds
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5.120mm Flakk Rifle 60 +++55Burst1020mm Round456K10MedHeavyCan fire Single Shot or Burst
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5.120mm Flakk Gun 80 +++4532020mm Round558K5LongVery Heavy, CS (2)Full Auto Only
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5.240mm Flakk Gun 100 +++502440mm Round14010K6ExtremeVery Heavy, CS (2)Fires 2 round Bursts (not 3)
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5.250mm AT Rifle100 +4d1060/40+20 -350mm Shell7512K10MedHeavy-25 DT (50mm Shell), AoE (1), Bi-Pod, Bolt-Action, Anti-Tank
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5.350mm AT Gun120 +5d1050 -150mm Shell18020K5LongVery Heavy, CS (2)-25 DT (50mm Shell), AoE (1), Anti-Tank
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5.375mm AT Gun160 +5d1065 -175mm Shell25030K6ExtremeVery Heavy, CS (2)-45 DT (75mm Shell), AoE (1), Anti-Tank
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5.390mm AT Gun180 +8d1065 -190mm Shell45040K6ExtremeVery Heavy, CS (3)-65 DT (90mm Shell), AoE (1), Anti-Tank
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5.160mm Mortar50 +++30 - -60mm Mortar308K5LongVery Heavy, CS (2)Mortar, AoE (10)
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5.281mm Mortar80 +4d1040 - -81mm Mortar4010K5LongVery Heavy, CS (3)Mortar, AoE (15)
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5.3105mm Howitzer120 +10d1070 -1105mm Shell800100K6ExtremeVery Heavy, CS (4)Howitzer, AoE (20)
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5.4 155mm Howitzer250 +15d1070 -1155mm Shell1000205K6ExtremeVery Heavy, CS (4)Howitzer, AoE (25)
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5.2Heavy Plasma Caster80 +++35-20*MFC(4)3524K9LongHeavyMagic, -2DT (MFC), +2% Crit chance
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5.4Magic Laser Cannon100 +5d1040 -10*MFC(10)120300K5ExtremeVery HeavyMagic
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5.4Novasurge Cannon200 +10d1050 -10Spell-Flux Pack550400K5ExtremeVery Heavy, CS (2)Magic, -25 DT (Spell-Flux Pack), AoE (10), Anti-Tank
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5.4Heavy Novasurge Cannon350 +15d1060 -10*Spell-Flux Pack(2)700500K5ExtremeVery Heavy, CS (3)Magic, -25 DT (Spell-Flux Pack), AoE (15), Anti-Tank
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Special Rules
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Super Heavy RulesVery Heavy Must spend entire turn setting up the weapon. May not move while set up. Must spend an entire turn breaking down the weapon before you can move again (unless the weapon is being left behind). Very Heavy weapons are also Unwieldy and may not be mounted on a battle saddle.
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Crew ServedRequires multiple ponies/zebra/griffin/.etc to use the weapon and are usually mounted on some sort of wheeled cariage. -20 to all rolls involving the weapon (or -2 if SPECIAL) for each crew you are short. Each crew member must spend the listed AP to fire the weapon. Number of crew required is listed as 'CS (#)'. Crew Served weapons mounted on vehicles require 1 less crew member. May have 1 extra crew member that gives a -5 AP to fire/load the weapon.
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MortarIgnore penalties for cover. Perminent -20 to hit, can not make precise or called shots, but may target a specific spot on the ground with no additional penalty. Can not fire at targets closer than med range. Firing and loading is the same action and takes the listed AP to do so.
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HowitzerIgnore penalties for range and cover. Perminent -20 to hit, can not make precise or called shots, but may target a specific spot on the ground with no additional penalty. Aditional -20 to hit targets at short range and can not fire in point blank range.
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Anti-TankThe weapon is designed for taking out heavily armoured targets. As such the round will not explode unless unless it hits something suitably hard, giving it the potential to hit multiple targets/things in a row dealing only half DAM to those it passes through. Examples of things 'Hard' enough to set off the round are, A Steele Ranger, the ground, a solid brick wall, Blackjacks head, .etc (It's up to the GM to ultamitly decide what sets the round off)
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NameTypeValWgEffect
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Ammo20mm RoundStandard61 -
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Flakk251-20 DAM, AoE (3). A 'Near Miss' (missing by 10 or less) against airborn targets will still deal 3d10 DAM.
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Armour Piercing151-10 DAM, Ignores half of target's DT (min of 15), Anti-Tank
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Explosive201AoE (3)
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40mm RoundStandard83 -
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Flakk183-20 DAM, AoE (5). A 'Near Miss' (missing by 10 or less) against airborn targets will still deal 5d10 DAM.
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50mm ShellStandard205-25 DT, AoE (1)
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Armour Piercing305-45 DT, AoE (1)
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Explosive355-15 DT, AoE (5)
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75mm ShellStandard307-45 DT, AoE (1)
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Armour Piercing407-65 DT, AoE (1)
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Explosive457-25 DT, AoE (10)
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90mm ShellStandard509-65 DT, AoE (1)
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Armour Piercing609-100 DT, AoE (1)
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Explosive709-35 DT, AoE (10)
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60mm Mortar RoundStandard101AoE (10), May be thrown 10 + STR Yards with the listed DAM, when thrown a crit-fail will imediatly set off the explosive
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Parachute Flare121No DAM, Illuminates an area of roughly 60ft, -20 to sneak in illuminated area, +10 to hit targets in illuminated area, last for 6 turns
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Smoke81No DAM. Creates a smoke screan at target location, the smoke grants a +20 on Sneak checks and enemies attempting to fire into the smoke suffer a -20 environmental penalty to their hit chance. Smoke remains for 3 rounds.
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81mm Mortar RoundStandard133AoE (15), May be thrown 10 + STR Yards with the listed DAM, when thrown a crit-fail will imediatly set off the explosive
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Parachute Flare163No DAM, Illuminates an area of roughly 60ft, -20 to sneak in illuminated area, +10 to hit targets in illuminated area, last for 6 turns
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Smoke103No DAM. Creates a smoke screan at target location, the smoke grants a +20 on Sneak checks and enemies attempting to fire into the smoke suffer a -20 environmental penalty to their hit chance. Smoke remains for 3 rounds.
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105mm ShellStandard5010AoE (20)
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Canister8010DAM: 30+8d10 DAM, AoE (35), Target DT x 3 Range 1/2
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Smoke5510No DAM. Creates a smoke screan at target location, the smoke grants a +20 on Sneak checks and enemies attempting to fire into the smoke suffer a -20 environmental penalty to their hit chance. Smoke remains for 3 rounds.
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155mm ShellStandard8012AoE (25)
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High-Explosive10012AoE (30), +10d10 DAM
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Smoke8512No DAM. Creates a smoke screan at target location, the smoke grants a +20 on Sneak checks and enemies attempting to fire into the smoke suffer a -20 environmental penalty to their hit chance. Smoke remains for 3 rounds.
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Spell-Flux PackStandard1201-25 DT