| Name |
Description |
Attack Stat |
Damage Hit |
Damage Crit |
Category |
Notes |
At Character Creation? |
| Biofoam Injector |
Wound stabiliser |
|
|
|
Healing |
Restore 2HP instantly. Single use |
Yes |
| Medkit |
Various medical supplies |
|
|
|
Healing |
Restore 2HP. Takes 1 turn. 3 uses |
Yes |
| Mono-Blade |
Ultra-sharp melee weapon |
Muscle |
1 |
2 |
Melee |
Ignores light armour. Can disable limbs on crit |
Yes |
| Knife |
Concealable combat blade |
Muscle |
1 |
2 |
Melee |
Concealable. Can be used for stealth kills |
Yes |
| Combat Axe |
Heavy melee weapon |
Muscle |
2 |
3 |
Melee |
On crit, causes intimidation check on nearby enemies. Primary weapon only |
No |
| Mono-Katana |
High-end bladed weapon |
Muscle |
2 |
3 |
Melee |
Ignores light/medium armour. Crit can sever limbs, or slice through barriers/cover. Primary weapon only |
No |
| Heavy Pistol |
Medium-range high calibre pistol |
Muscle |
1 |
3 |
Ranged |
|
Yes |
| SMG |
Auto submachine gun |
Cool |
1 |
2 |
Ranged |
Can spray fire to hit nearby targets (-1 to attack roll) |
Yes |
| Sniper Rifle |
Long-range precision weapon |
Cool |
2 |
3 |
Ranged |
Ignores cover at Far range. Cannot be used at Close range. Primary weapon only |
No |
| Shotgun |
Close-Near range weapon |
Muscle |
2 |
2 |
Ranged |
On crit, knocks over target. -2 on attack roll at Far range. Primary weapon only |
Yes |
| Assault Rifle |
Near-Far range automatic weapon |
Cool |
2 |
3 |
Ranged |
On crit, can hit an additional nearby target for 1 damage. -1 on attack roll at Close range. Primary weapon only |
No |
| Light Pistol |
Close-Near range pistol |
Cool |
1 |
2 |
Ranged |
|
Yes |
| Heavy Machine Gun |
Near-Far range automatic weapon |
Muscle |
1 |
2 |
Ranged |
Fires multiple rounds at once. Roll 4d6, can choose one or multiple targets, each roll deals 1 damage, 2 on Crit |
No |
| Taser |
Close-Near range weapon |
Mind |
0 |
1 |
Ranged |
Stuns target, 1 damage on Crit. Always Crit on electronic targets. |
No |
| EMP Charge |
Electromagnetic pulse device |
|
|
|
Throwable |
Disables electronics in small radius for 1-3 minutes (1d6 / 2) |
Yes |
| Flashbang |
Blinding stun grenade |
Cool |
|
|
Throwable |
Blinds or disorients targets for 1 turn, unless shielded |
Yes |
| Frag Grenade |
Area effect explosive |
|
2 |
3 |
Throwable |
Hits all targets close to impact. Use at close range can deal damage to player (1d6 roll to avoid, 4+ required) |
Yes |
| Smoke Grenade |
Creates dense smoke |
|
|
|
Throwable |
Creates cloud of smoke in Near range. -2 to attack rolls and +1 to stealth rolls in smoke |
Yes |
| Cryo Grenade |
Ice grenade |
|
1 |
2 |
Throwable |
Hits nearby enemies. On crit, freeze enemy for 1 turn |
No |
| Incendiary Grenade |
Area effect explosive that produces flames |
|
2 |
3 |
Throwable |
Explodes into flames covering a small area. On crit, sets enemies on fire dealing +1 damage at the end of their next turn, unless extinguished |
No |
| Tear Gas |
Produces irritating gas |
|
|
|
Throwable |
Targets in Close-Near range get -1 to all rolls for 2 rounds due to burning eyes and choking |
No |
| Throwing knife |
Small blade for throwing |
Cool |
1 |
1 |
Throwable |
Targets enemies in Near range. Can disable limbs with a Targeted Throw (requires Cool roll) |
No |
| Grapple Gun |
It's a grapple hook |
|
|
|
Utility |
Ascend/descend quickly. No roll required if not under pressure |
Yes |
| Spider Drone |
Small camera scouting drone |
|
|
|
Utility |
Scouts within range |
Yes |
| Lockbreaker Kit |
Electronic or physical lockpicks |
Mind |
|
|
Utility |
Opens standard locks. Advanced locks require a Mind roll |
Yes |
| Tactical Shield |
Deployable cover |
|
|
|
Utility |
Grants -1 to received damage for user and nearby ally against ranged attacks |
No |
| Adrenal Booster |
Stimulant |
|
|
|
Utility |
Grants +1 Muscle for one scene. Causes 1HP damage once it wears off |
No |
| Stim Injector |
Stimulant |
|
|
|
Utility |
Restores 1HP and grants +1 Cool for one scene. Addictive with repeated use (GM decides consequences) |
No |