List Pages
Universal Ranged Weapons
Mk.5 'Pineapple' Fragmentation Grenade: The 'Pineapple' is a straightforward, effective anti-infantry measure using a small ball of high-explosive to fling shrapnel in a circle around the target area. The device is primed by breaking a nanotube cover and removing the pin, then releasing the handle as it's thrown to start the 5-second fuse. +6 Damage to target and all adjacent squares, 6 Damage to target square, Arcing Shot, Low Ammo
IP-450: The Infiltrator's Pistol is meant for easy concealed carry and packs considerable firepower in it's tiny frame. A break-open barrel holds two .45 ACP rounds and fires both at the same time, putting two slugs into the same target. Reloading is made much faster by an internal extractor clearing the used casings from the action as it's broken open. Being able to quickly draw and use this weapon could save a Spy's life. Or anyone's, for that matter. +5 Damage*2, Single Shot, Easily Concealed
SR-30x: The Survival Rifle is capable of chambering nearly any high-powered rifle round in existence, due to it's uncomplicated bolt action and reciever. Starting as a civilian design, the UEG bought the patent and liscenced it to Phoenix Conglomerate for production, issuing it to pilots, infiltrators and others in need of a common, inconspicuous and effective high-powered rifle. It lacks the stunning accuracy and range of a precision-machined marksman's rifle, but it puts a heavy slug downrange with enough accuracy to accomplish most tasks. +Variable, Ammo Types, Can use Devastating Shot, Magazine (5)
CDW 'Drunken Shove': With vast improvements to infantry training and a strong augmented infantry presence arrayed against them, the UEG commissioned the Crew Defense Weapon to protect vehicle crews from hijackers. Needing to charge up before it can fire, the CDW projects a concussive screen of crystallized nanobots designed to knock attackers away. It's power supply feeds from the vehicle's power plant, and thus it cannot be used anywhere except inside a vehicle. Charges for one round, Stuns target for 2 rounds, sending target flying in the direction of the shot. DC30 Reflex save or DC25 Strength check to prevent Stun and Knocked Down, effectively neutralizing the effect of the weapon.
