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Huge weapons designed to put out enormous amounts of high-powered slugs. These weapons must generally be mounted to fire, due to their incredible bulk and recoil. Augmented infantry are sometimes capable of carrying them, though even they will be slowed by the weapons' cumbersome bulk.

HMG-50: A heavy, high-powered and classic machine gun commonly manned inside bunkers and tanks. In use ever since the Superpower Wars and Rebirth, the HMG-50 has been a mainstay of every arsenal worldwide for millennia. +8 Damage, High Rate of Fire, Fixed Weapon, Low Ammo, Magazine (200)

HGC-150 Mk. 2: The embodiment of man-portable overkill, this weapon chambers belts of 15mm Light Anti-Armor rounds and can fire them at 2000 cyclic RPM. Originally designed as a crew-served anti-vehicle weapon, augmented infantry sometimes carry it during commando raids and urban combat. These versions are often tooled down to only 600 RPM for controllability. +9 Damage, Autofire, High Rate of Fire (+2 rounds), Fixed Weapon, Low Ammo, Magazine (500)

AIMG-762: A weapon developed to serve in areas where it would be impractical to use a full-sized .50 caliber HMG, the Anti-Infantry Machine Gun fires massive volumes of 7.62mm assault rifle cartridges. The chamber needs regular lubrication to maintain it's astonishing firing rate of 1500 cyclic RPM, only a few drops every reload. In addition, it chews through massive volumes of ammunition and generates immense recoil due to it's prolific firing rate. Overheating and ammo cook-off is a constant danger with a single-barreled weapon firing at such a high rate. Failing to lubricate the weapon could have disastrous consequences for the operators… and anyone within range of it's ammunition storage. +6 Damage, Autofire, Executes a Suppressive Fire Rank 3 attack when the trigger is pulled, High Rate of Fire (+4 rounds), Cannot Single Shot, Optional Long Reload (+1 round), Cook-Off chance (Triggers on attack roll of 10 or less, +60 Damage to all within 4 squares of weapon, DC20 Reflex save to halve Damage, Success by 6 or more reduces Damage to +10, only triggers on failed Long Reload)

 

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