Generate weapons


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  • Weapon
    Heavy machine gun
    1D6+2 DAMAGE
    SkinTactical pouches
    Tags
    STUN

    Those damaged by this weapon cannot move or act until their current HP changes.

    INCENDIARY

    When damage is dealt, this weapon also deals 2 DAMAGE to anything within fire- spreading range. Deals double DAMAGE to plants.

    ACCURATE

    Scoped, sighted, or well-balanced; this weapon grants one automatic success when attacking per mission.

    Weapon
    Weapon
    Whip
    1D6 DAMAGE
    SkinBite marks
    Tags
    UNSTABLE

    Can be set to overload to deal triple DAMAGE once; explodes for 3D6 damage to everyone nearby seconds later.

    FLASHY

    If you describe a unique and bombastic attack with this weapon, you can roll +CREATIVE to hit.

    POISONED

    When you would roll for damage for this weapon, wait and mark your target as poisoned instead. Next time they’re hurt, roll your DAMAGE and add it to the total amount they take.

    Weapon
    Weapon
    Bow
    1D6 DAMAGE
    SkinWhite and silver
    Tags
    EXPERIMENTAL

    When each mission begins, roll D66 on this table for the weapon’s effect (if you get EXPERIMENTAL, create a new one with the ref).

    HEAVY

    This thing is too big to be called a weapon. Once per mission, take +3 on a FORCEFUL roll that involves this weapon.

    CUSTOMIZED

    Deals an additional 1 DAMAGE and has a weapon skin (p. 141); coveted by enemies.

    Weapon
    Weapon
    Whip
    1D6 DAMAGE
    SkinBoxy components
    Tags
    ACCURATE

    Scoped, sighted, or well-balanced; this weapon grants one automatic success when attacking per mission.

    REMOTE

    Projectiles (or the weapon itself) can be remotely steered through chutes and around walls.

    INCENDIARY

    When damage is dealt, this weapon also deals 2 DAMAGE to anything within fire- spreading range. Deals double DAMAGE to plants.

    Weapon
    Weapon
    Small ranged (slingshot, BB gun, etc.)
    3 DAMAGE
    SkinBelches smoke
    Tags
    NON-LETHAL

    Does not deal DAMAGE; has a 3-in-1D6 chance to knock unconscious on a success.

    CURSED

    Requires powerful magic to remove once equipped. The wielder may permanently spend 1D6 MAX HP to guarantee a successful attack.

    VALUABLE

    Utterly unique in history or make. Can be used as a bargaining chip in almost any situation.

    Weapon