Post by Gravedust on Oct 19, 2016 10:49:32 GMT -8
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============FIREARMS WEAPONS=========================
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These weapons use a unit's Firearms skill for the attack roll.
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Name: Assault Rifle (ARC Rifle)
Damage: 15/0
Range: 14
Ammo: 5
Reload Ammo: 5 (Very Common)
Scarcity: Common
Known as the ARC, for Assault Rifle; Caseless. As the name implies, this weapon fires caseless ammunition and is popular for it's reliability, large magazine, high rate of fire and relatively tame recoil. Mass produced as a standard infantry weapon.
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Name: Heavy Assault Rifle (H-AR)
Damage: 16/2
Range: 12
Ammo: 4
Reload Ammo: 4 (Common)
Scarcity: Uncommon
An alternative to the ARC rifle that fires traditional rounds. Packs a punch but also has significant recoil, and a somewhat shorter range.
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Name: Marksman Rifle (Mrks.Rifle)
Damage: 15/0
Range: 20
Ammo: 4
Reload Ammo: 5 (Common)
Scarcity: Uncommon
Special: Range penalty is reduced by 1/2 (rounded down).
Precision Semi-automatic rifle that fires with long range and excellent accuracy. Equipped with a rugged low power scope as well at iron sights for flexibility.
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Name: Anti-Material Rifle (AMR)
Damage: 20/5
Range: 20
Ammo: 3
Reload Ammo: 3 (Rare)
Scarcity: Very Rare
Special: May only be fired if the shooter did not move that round.
A heavy infantry weapon that fires 15mm explosive shells. Due to extremely heavy recoil this weapon may not be fired unless braced, and use of a scope is not practical.
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Name: Sniper Rifle (Sniper)
Damage: 20/0
Range: 25
Ammo: 3
Reload Ammo: 4 (Rare)
Scarcity: Very Rare
Special: Range penalty is reduced by 1/2 (rounded down).
Special: May only be fired if the shooter did not move that round.
Scoped weapon which fires high-velocity fin-stabilized 'pencil' rounds that fragment on impact and have very high stopping power. Due to weight and the large, delicate sight, this weapon cannot be fired on the move.
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Name: EXC-Subgun (Exploding Cartridge Submachine Gun) (EXC)
Damage: 18/0
Range: 8
Ammo: 5
Reload Ammo: 4 (Uncommon)
Scarcity: Very Rare
Short-barreled weapon that fires .45 subsonic ammunition with an impact/time fuse that detonates after striking a target. Very destructive, but high recoil and low muzzle velocity limit the effective range.
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Name: Light Machine Gun (LMG)
Damage: 16/0
Area fire:(-4)
Range: 14
Ammo: 6
Reload Ammo: 3 (Common)
Scarcity: Uncommon
The lightest weapon in the NEA arsenal with the capability to area fire, though it suffers reduced accuracy when doing so, as the weapon tends to jump around. Unlike other Area fire-capable weapons however, The LMG is light enough to be fired on the move.
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Name: Flechette shotgun (Fl.Shotgun)
Damage: 22/6
Range: 3
Ammo: 2
Reload Ammo: 5 (Rare)
Scarcity: Very Rare
A semiautomatic shotgun designed to exclusively fire specialized rounds containing a bundle of sabot projectiles, intended to inflict extensive damage against even armored Geist.
While praised for it's stopping power, the weapon's harsh recoil routinely causes bruising to it's users.
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============GUNNERY WEAPONS=========================
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These weapons use the attacker's Gunnery score for the attack roll.
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Name: Medium Machine Gun (MMG)
Damage: 18/3
Area fire:(-2)
Range: 18
Ammo: 9
Reload Ammo: 1 (Uncommon)
Scarcity: Rare
Special: May only be fired if the shooter did not move that round.
A Box-fed machine gun, favored for reliability, accuracy and high rate of fire.
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Name: Grenade Launcher (Gr.Launcher)
Damage: 16/5 (AOE:1)(Blast:16)
Range: 15 (Ballistic)
Difficulty:15
Ammo: 3
Reload Ammo: 1 (Common)
Scarcity: Very rare
Handheld 40mm grenade launcher in a pump-load configuration.
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Name: RPG
Damage: 22/20
Range: 10
Ammo: 1
Reload Ammo: 2 (Uncommon)
Scarcity: Rare
Man-portable tube launcher for firing rocket-propelled shaped-charge grenades with good anti-armor capabilities against single targets. Due to the shaped charge there is minimal splash damage, and hits must be direct to be effective.
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Name: HE Rocket
Damage: 25/10 [AOE:2](Blast:18)
Range: 15
Difficulty:[15]
Drift:5
Ammo: 1
Reload Ammo:1 (Rare)
Scarcity: Very Rare
A large man-portable launcher system for heavy, high explosive rockets. Effects a wide area through concussion and fragmentation.
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Name: AP Rocket
Damage: 50/30
Range: 15
Ammo: 1
Reload Ammo: 1 (Rare)
Scarcity: Very Rare
A large man-portable launcher designed to fire heavy rockets intended to destroy armored macro-geist.
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============HYBRID WEAPONS=========================
==================================================
These weapons use a combination of both Gunnery and Firearms.
-----------------------------
Name: Frag Grenade
Damage: 16/5 (AOE:1)(Blast:15)
Range: 3 (Ballistic)(Drift:1)
Difficulty:10
Ammo: 2
Scarcity: Very Common
Fragmentary hand grenade with a variable timer. Intended to be thrown by hand.
When thrown, a grenade's attack roll is rolled with either Gunnery OR Firearms, whichever is higher.
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Name: Thermite Grenade
Damage: 25/25 (AOE:0)(Blast:18)
Range: 3 (Ballistic)(Drift:1)
Difficulty:10
Ammo: 2
Scarcity: Rare
Thermite hand grenade which explodes on a timer. Intended to be thrown by hand against armored Geist, as the effect radius is rather small.
When thrown, a grenade's attack roll is rolled with either Gunnery OR Firearms, whichever is higher.
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Name: Smoke Grenade
Range: 3 (Ballistic)(Drift:1)
Difficulty:10
Ammo: 2
Scarcity: Common
Special: Smoke grenades deal no damage, but generate a cloud of smoke that begins at a size of AOE:0, and grows by 1 each round until it is AOE:3, then shrinks by 1 back to AOE:0 before dissipating.
Any Standard attacks that cross through any part of a square containing smoke suffer a -1 penalty to hit per square of smoke they cross.
Special: A smoke grenade can be dropped in the same square as the character without requiring a difficulty roll.
-----------------------------
Name: GP Assault Rifle (ARC-G)
Rifle Damage: 15/0
Rifle Range: 12
Rifle Ammo: 5 (Very Common)
Rifle Reload Ammo: Reloads from ARC Ammo.
-
Grenade Damage: 16/5 (AOE:1)(Blast:16)
Grenade Range: 10 (Ballistic)
Difficulty: 16
Grenade Ammo:3 (Common)
Scarcity: Very Rare
A version of the ARC with a built-in underattachment that fires explosive grenades out to a range. When firing as a rifle, it is rolled using Firearms skill, when launching a grenade it is rolled using Gunnery. Reloads from Grenade Launcher Ammo.
============FIREARMS WEAPONS=========================
=====================================================
These weapons use a unit's Firearms skill for the attack roll.
-----------------------------
Name: Assault Rifle (ARC Rifle)
Damage: 15/0
Range: 14
Ammo: 5
Reload Ammo: 5 (Very Common)
Scarcity: Common
Known as the ARC, for Assault Rifle; Caseless. As the name implies, this weapon fires caseless ammunition and is popular for it's reliability, large magazine, high rate of fire and relatively tame recoil. Mass produced as a standard infantry weapon.
-----------------------------
Name: Heavy Assault Rifle (H-AR)
Damage: 16/2
Range: 12
Ammo: 4
Reload Ammo: 4 (Common)
Scarcity: Uncommon
An alternative to the ARC rifle that fires traditional rounds. Packs a punch but also has significant recoil, and a somewhat shorter range.
-----------------------------
Name: Marksman Rifle (Mrks.Rifle)
Damage: 15/0
Range: 20
Ammo: 4
Reload Ammo: 5 (Common)
Scarcity: Uncommon
Special: Range penalty is reduced by 1/2 (rounded down).
Precision Semi-automatic rifle that fires with long range and excellent accuracy. Equipped with a rugged low power scope as well at iron sights for flexibility.
-----------------------------
Name: Anti-Material Rifle (AMR)
Damage: 20/5
Range: 20
Ammo: 3
Reload Ammo: 3 (Rare)
Scarcity: Very Rare
Special: May only be fired if the shooter did not move that round.
A heavy infantry weapon that fires 15mm explosive shells. Due to extremely heavy recoil this weapon may not be fired unless braced, and use of a scope is not practical.
-----------------------------
Name: Sniper Rifle (Sniper)
Damage: 20/0
Range: 25
Ammo: 3
Reload Ammo: 4 (Rare)
Scarcity: Very Rare
Special: Range penalty is reduced by 1/2 (rounded down).
Special: May only be fired if the shooter did not move that round.
Scoped weapon which fires high-velocity fin-stabilized 'pencil' rounds that fragment on impact and have very high stopping power. Due to weight and the large, delicate sight, this weapon cannot be fired on the move.
-----------------------------
Name: EXC-Subgun (Exploding Cartridge Submachine Gun) (EXC)
Damage: 18/0
Range: 8
Ammo: 5
Reload Ammo: 4 (Uncommon)
Scarcity: Very Rare
Short-barreled weapon that fires .45 subsonic ammunition with an impact/time fuse that detonates after striking a target. Very destructive, but high recoil and low muzzle velocity limit the effective range.
-----------------------------
Name: Light Machine Gun (LMG)
Damage: 16/0
Area fire:(-4)
Range: 14
Ammo: 6
Reload Ammo: 3 (Common)
Scarcity: Uncommon
The lightest weapon in the NEA arsenal with the capability to area fire, though it suffers reduced accuracy when doing so, as the weapon tends to jump around. Unlike other Area fire-capable weapons however, The LMG is light enough to be fired on the move.
-----------------------------
Name: Flechette shotgun (Fl.Shotgun)
Damage: 22/6
Range: 3
Ammo: 2
Reload Ammo: 5 (Rare)
Scarcity: Very Rare
A semiautomatic shotgun designed to exclusively fire specialized rounds containing a bundle of sabot projectiles, intended to inflict extensive damage against even armored Geist.
While praised for it's stopping power, the weapon's harsh recoil routinely causes bruising to it's users.
====================================================
============GUNNERY WEAPONS=========================
====================================================
These weapons use the attacker's Gunnery score for the attack roll.
-----------------------------
Name: Medium Machine Gun (MMG)
Damage: 18/3
Area fire:(-2)
Range: 18
Ammo: 9
Reload Ammo: 1 (Uncommon)
Scarcity: Rare
Special: May only be fired if the shooter did not move that round.
A Box-fed machine gun, favored for reliability, accuracy and high rate of fire.
-----------------------------
Name: Grenade Launcher (Gr.Launcher)
Damage: 16/5 (AOE:1)(Blast:16)
Range: 15 (Ballistic)
Difficulty:15
Ammo: 3
Reload Ammo: 1 (Common)
Scarcity: Very rare
Handheld 40mm grenade launcher in a pump-load configuration.
-----------------------------
Name: RPG
Damage: 22/20
Range: 10
Ammo: 1
Reload Ammo: 2 (Uncommon)
Scarcity: Rare
Man-portable tube launcher for firing rocket-propelled shaped-charge grenades with good anti-armor capabilities against single targets. Due to the shaped charge there is minimal splash damage, and hits must be direct to be effective.
-----------------------------
Name: HE Rocket
Damage: 25/10 [AOE:2](Blast:18)
Range: 15
Difficulty:[15]
Drift:5
Ammo: 1
Reload Ammo:1 (Rare)
Scarcity: Very Rare
A large man-portable launcher system for heavy, high explosive rockets. Effects a wide area through concussion and fragmentation.
-----------------------------
Name: AP Rocket
Damage: 50/30
Range: 15
Ammo: 1
Reload Ammo: 1 (Rare)
Scarcity: Very Rare
A large man-portable launcher designed to fire heavy rockets intended to destroy armored macro-geist.
==================================================
============HYBRID WEAPONS=========================
==================================================
These weapons use a combination of both Gunnery and Firearms.
-----------------------------
Name: Frag Grenade
Damage: 16/5 (AOE:1)(Blast:15)
Range: 3 (Ballistic)(Drift:1)
Difficulty:10
Ammo: 2
Scarcity: Very Common
Fragmentary hand grenade with a variable timer. Intended to be thrown by hand.
When thrown, a grenade's attack roll is rolled with either Gunnery OR Firearms, whichever is higher.
-----------------------------
Name: Thermite Grenade
Damage: 25/25 (AOE:0)(Blast:18)
Range: 3 (Ballistic)(Drift:1)
Difficulty:10
Ammo: 2
Scarcity: Rare
Thermite hand grenade which explodes on a timer. Intended to be thrown by hand against armored Geist, as the effect radius is rather small.
When thrown, a grenade's attack roll is rolled with either Gunnery OR Firearms, whichever is higher.
-----------------------------
Name: Smoke Grenade
Range: 3 (Ballistic)(Drift:1)
Difficulty:10
Ammo: 2
Scarcity: Common
Special: Smoke grenades deal no damage, but generate a cloud of smoke that begins at a size of AOE:0, and grows by 1 each round until it is AOE:3, then shrinks by 1 back to AOE:0 before dissipating.
Any Standard attacks that cross through any part of a square containing smoke suffer a -1 penalty to hit per square of smoke they cross.
Special: A smoke grenade can be dropped in the same square as the character without requiring a difficulty roll.
-----------------------------
Name: GP Assault Rifle (ARC-G)
Rifle Damage: 15/0
Rifle Range: 12
Rifle Ammo: 5 (Very Common)
Rifle Reload Ammo: Reloads from ARC Ammo.
-
Grenade Damage: 16/5 (AOE:1)(Blast:16)
Grenade Range: 10 (Ballistic)
Difficulty: 16
Grenade Ammo:3 (Common)
Scarcity: Very Rare
A version of the ARC with a built-in underattachment that fires explosive grenades out to a range. When firing as a rifle, it is rolled using Firearms skill, when launching a grenade it is rolled using Gunnery. Reloads from Grenade Launcher Ammo.