| Weapon |
Heavy machine gun
1D6+2 DAMAGE |
|---|---|
| Skin | Tactical 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. |
Generate weapons
| Weapon |
Whip
1D6 DAMAGE |
|---|---|
| Skin | Bite 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 |
Bow
1D6 DAMAGE |
|---|---|
| Skin | White 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 |
Whip
1D6 DAMAGE |
|---|---|
| Skin | Boxy 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 |
Small ranged (slingshot, BB gun, etc.)
3 DAMAGE |
|---|---|
| Skin | Belches 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. |