| Weapon |
Bow
1D6 DAMAGE |
|---|---|
| Skin | Reflective tape |
| Tags |
PROTOTYPE
Wielding this next-generation weapon grants +1 TACTICAL; roll +TAC to attack with it.
UNSTABLE
Can be set to overload to deal triple DAMAGE once; explodes for 3D6 damage to everyone nearby seconds later.
LUCKY
Rolling an ultra success while attacking with this weapon grants the user one WAR DIE. |
Generate gear
| Cyclops Gadget |
False death implant
The false death implant is a time-honored trick: a molar- implanted pill which, when ingested, perfectly simulates death (in fact cadaverous sleep) for twenty-four hours. |
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| Skin | Splitter camo |
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| Weapon |
Energy blade (e.g. beam, magic)
1D6+2 DAMAGE |
|---|---|
| Skin | Claw scratches |
| Tags |
ALT-FIRE
This weapon has a secondary component or form which also deals damage, (e.g. bayonet, launcher attachment, sword that becomes a whip).
COLLAPSIBLE
Easily concealed, no matter the size; will never be detected during pat-downs.
RITUAL
Shatters to protect you from death once, negating lethal damage. Disintegrates afterward. |
| Cyclops Gadget |
Dissolving ammunition
For high-profile assassinations or missions which require leaving no trace of an agent's presence, CYCLOPS uses proprietary “dissolving ammunition" which contains a strain of specially-cultivated alien bacteria capable of rapidly metabolizing lead (as well as flesh, to a certain extent—dissolving ammo deals an additonal 1 DAMAGE). Dissolving ammo is a finite resource, so you should either track your shots directly (dissolving ammo clips have 6 shots), or use the abstract ammo tracking rules (p. 73). |
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