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1 |  |  |  | WARNING!: These are intended for use with vehicles and/or as part of special scenarios
2 | Tier |  | Tier | Name | Damage | AP | RoF | Mag | Ammo | Wg | Val | STR | Range | Type | Special
3 | 5 |  | 5.1 | 20mm AMR | 100 +5d10 | 65/45+20 | - | 5 | 20mm Round | 45 | 10K | 10 | Sniper | Very Heavy | -15 DT , Bi-Pod, Bolt-Action, can not fire Flakk Rounds
4 |  | 5.1 | 20mm Flakk Rifle | 60 +++ | 55 | Burst | 10 | 20mm Round | 45 | 6K | 10 | Med | Heavy | Can fire Single Shot or Burst
5 |  | 5.1 | 20mm Flakk Gun | 80 +++ | 45 | 3 | 20 | 20mm Round | 55 | 8K | 5 | Long | Very Heavy, CS (2) | Full Auto Only
6 |  | 5.2 | 40mm Flakk Gun | 100 +++ | 50 | 2 | 4 | 40mm Round | 140 | 10K | 6 | Extreme | Very Heavy, CS (2) | Fires 2 round Bursts (not 3)
7 |  | 5.2 | 50mm AT Rifle | 100 +4d10 | 60/40+20 | - | 3 | 50mm Shell | 75 | 12K | 10 | Med | Heavy | -25 DT (50mm Shell), AoE (1), Bi-Pod, Bolt-Action, Anti-Tank
8 |  | 5.3 | 50mm AT Gun | 120 +5d10 | 50 | - | 1 | 50mm Shell | 180 | 20K | 5 | Long | Very Heavy, CS (2) | -25 DT (50mm Shell), AoE (1), Anti-Tank
9 |  | 5.3 | 75mm AT Gun | 160 +5d10 | 65 | - | 1 | 75mm Shell | 250 | 30K | 6 | Extreme | Very Heavy, CS (2) | -45 DT (75mm Shell), AoE (1), Anti-Tank
10 |  | 5.3 | 90mm AT Gun | 180 +8d10 | 65 | - | 1 | 90mm Shell | 450 | 40K | 6 | Extreme | Very Heavy, CS (3) | -65 DT (90mm Shell), AoE (1), Anti-Tank
11 |  | 5.1 | 60mm Mortar | 50 +++ | 30 | - | - | 60mm Mortar | 30 | 8K | 5 | Long | Very Heavy, CS (2) | Mortar, AoE (10)
12 |  | 5.2 | 81mm Mortar | 80 +4d10 | 40 | - | - | 81mm Mortar | 40 | 10K | 5 | Long | Very Heavy, CS (3) | Mortar, AoE (15)
13 |  | 5.3 | 105mm Howitzer | 120 +10d10 | 70 | - | 1 | 105mm Shell | 800 | 100K | 6 | Extreme | Very Heavy, CS (4) | Howitzer, AoE (20)
14 |  | 5.4 | 155mm Howitzer | 250 +15d10 | 70 | - | 1 | 155mm Shell | 1000 | 205K | 6 | Extreme | Very Heavy, CS (4) | Howitzer, AoE (25)
15 |  | 5.2 | Heavy Plasma Caster | 80 +++ | 35 | - | 20* | MFC(4) | 35 | 24K | 9 | Long | Heavy | Magic, -2DT (MFC), +2% Crit chance
16 |  | 5.4 | Magic Laser Cannon | 100 +5d10 | 40 | - | 10* | MFC(10) | 120 | 300K | 5 | Extreme | Very Heavy | Magic
17 |  | 5.4 | Novasurge Cannon | 200 +10d10 | 50 | - | 10 | Spell-Flux Pack | 550 | 400K | 5 | Extreme | Very Heavy, CS (2) | Magic, -25 DT (Spell-Flux Pack), AoE (10), Anti-Tank
18 |  | 5.4 | Heavy Novasurge Cannon | 350 +15d10 | 60 | - | 10* | Spell-Flux Pack(2) | 700 | 500K | 5 | Extreme | Very Heavy, CS (3) | Magic, -25 DT (Spell-Flux Pack), AoE (15), Anti-Tank
19 |  |  |  | Special Rules
20 | Super Heavy Rules |  |  | Very 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.
21 |  |  | Crew Served | Requires 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.
22 |  |  | Mortar | Ignore 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.
23 |  |  | Howitzer | Ignore 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.
24 |  |  | Anti-Tank | The 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)
25 |  |  |  | Name | Type | Val | Wg | Effect
26 | Ammo |  |  | 20mm Round | Standard | 6 | 1 | -
27 |  |  | Flakk | 25 | 1 | -20 DAM, AoE (3). A 'Near Miss' (missing by 10 or less) against airborn targets will still deal 3d10 DAM.
28 |  |  | Armour Piercing | 15 | 1 | -10 DAM, Ignores half of target's DT (min of 15), Anti-Tank
29 |  |  | Explosive | 20 | 1 | AoE (3)
30 |  |  | 40mm Round | Standard | 8 | 3 | -
31 |  |  | Flakk | 18 | 3 | -20 DAM, AoE (5). A 'Near Miss' (missing by 10 or less) against airborn targets will still deal 5d10 DAM.
32 |  |  | 50mm Shell | Standard | 20 | 5 | -25 DT, AoE (1)
33 |  |  | Armour Piercing | 30 | 5 | -45 DT, AoE (1)
34 |  |  | Explosive | 35 | 5 | -15 DT, AoE (5)
35 |  |  | 75mm Shell | Standard | 30 | 7 | -45 DT, AoE (1)
36 |  |  | Armour Piercing | 40 | 7 | -65 DT, AoE (1)
37 |  |  | Explosive | 45 | 7 | -25 DT, AoE (10)
38 |  |  | 90mm Shell | Standard | 50 | 9 | -65 DT, AoE (1)
39 |  |  | Armour Piercing | 60 | 9 | -100 DT, AoE (1)
40 |  |  | Explosive | 70 | 9 | -35 DT, AoE (10)
41 |  |  | 60mm Mortar Round | Standard | 10 | 1 | AoE (10), May be thrown 10 + STR Yards with the listed DAM, when thrown a crit-fail will imediatly set off the explosive
42 |  |  | Parachute Flare | 12 | 1 | No DAM, Illuminates an area of roughly 60ft, -20 to sneak in illuminated area, +10 to hit targets in illuminated area, last for 6 turns
43 |  |  | Smoke | 8 | 1 | No 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.
44 |  |  | 81mm Mortar Round | Standard | 13 | 3 | AoE (15), May be thrown 10 + STR Yards with the listed DAM, when thrown a crit-fail will imediatly set off the explosive
45 |  |  | Parachute Flare | 16 | 3 | No DAM, Illuminates an area of roughly 60ft, -20 to sneak in illuminated area, +10 to hit targets in illuminated area, last for 6 turns
46 |  |  | Smoke | 10 | 3 | No 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.
47 |  |  | 105mm Shell | Standard | 50 | 10 | AoE (20)
48 |  |  | Canister | 80 | 10 | DAM: 30+8d10 DAM, AoE (35), Target DT x 3 Range 1/2
49 |  |  | Smoke | 55 | 10 | No 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.
50 |  |  | 155mm Shell | Standard | 80 | 12 | AoE (25)
51 |  |  | High-Explosive | 100 | 12 | AoE (30), +10d10 DAM
52 |  |  | Smoke | 85 | 12 | No 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.
53 |  |  | Spell-Flux Pack | Standard | 120 | 1 | -25 DT