While humanity is ostensibly unified against the Evolved Intelligence threat, this
surface politesse is only a temporary reprieve. Behind closed doors, in private
conferences and isolated darknets, humanity’s factions plot to expand their
influence by every means necessary. Beyond the fighting on Paradiso, soldiers
and operatives carry out secret operations and special actions for their factions —
aggressive espionage, sabotage and demolitions, kidnappings and exfiltrations,
resource theft, shows of force, and even assassinations – throughout the Human
Sphere. The ends vary in legality and significance, but the means are always the
same: weapons.
An era of hidden conflicts has been an ideal testbed and proving ground for
weapons research – a modern individual can carry more firepower in one hand
than an entire fireteam could bring to bear in past eras. Metamaterials, integrated
quantronics, expert systems, rapid fabrication, purpose-built chemical micro-
structures, nano-scale injectors and self-replicating neurotoxic coatings – every
modern technology either sees its first use on the battlefield, or is quickly
subverted to military ends. It doesn’t stop there, of course – the pace of
advancement is relentless. Last year’s secret project is often daily carry for next
year’s soldier, the year after’s haute couture and criminal edge, and in common
civilian and law enforcement within a decade.
Each culture encourages a martial mind-set among their citizens and subjects,
ensuring public support and eager recruits when the next war begins. Aristea! —
Ancient Greek for ‘Excellence’, is the Sphere’s most popular contact sport —
combining gladiatorial media spectacle, and violent public catharsis, it glorifies
the aesthetics of violence for a rapt Maya audience weekly, outshining all other
religious or political programming combined. Cubes, cloned organs, nano-
genetic therapy, and top-tier medical services ensure rapid recoveries for
combatants, many of whom are celebrities in their own right, avidly scrutinized
by gossip feeds and otaku critics.
Habitats and territories each have their own restrictions and tracking for what
weapons can be carried openly, bought, sold, or fabricated, but these controls are
always a few steps behind criminal cleverness, corporate greed, idealistic
determination, and operative practicality. When it comes to violence, the right
tool for the job can be a life-saver.
Size
The size of the weapon, and how easy or difficult it is to wield, belongs to
one of several categories, as described on pg. XXX.
Weapon Types
Ranged weapons are effective at greater distances, though not all ranged
weapons are effective at the same distances.
Pheroware weapons rely on Tohaa military pheromones, and are only effective
within medium range of the pheromones’ source.
Explosive Devices suddenly release stored energy to alter the battlefield, injure
enemies, and spread militarily useful payloads. They are subdivided into
Charges, Grenades, and Mines.
Melee Weapons
While hand-to-hand weapons have always been a soldier’s last resort – and
common Ariadnan accessories — the last decade has seen a renaissance in close
combat design as the other Factions leveraged modern smart materials, micro-
injectors, E/M field generators, and integrated nanocoatings to create an array of
new melee weaponry.
Why are melee weapons suddenly so popular? Teseum. During the Commercial
Conflicts on Ariadna, soldiers realized that Teseum armour – while expensive –
was incredibly effective against anything that didn't also use Teseum. And while
a bar of Teseum might render enough ammunition to last a trooper a few
seconds in a firefight, a blade made from the same amount could last for a
hundred battles, cut through nearly anything, and look stylish besides. Faction
manufacturers without easy access to Teseum took advantage of this newfound
interest in close combat weaponry and created a variety of alternative
technologies for military use, which quickly cascaded into civilian markets and
culture: fashion, crime, personal defence, and duelling.
Melee weapons always have the Close Combat quality, are only effective against
targets within Reach, and cannot have Burst or Range.
Ranged Weapons
Modern armour has reduced the effectiveness of saturation bombing from a
distance or from the air: bypassing personal and vehicle defences requires the
targeted application of force. After over a century of near-continuous warfare
every Faction and Corporation has significant R&D investment in ranged
warfare: they can’t afford to fall behind. The resulting advances in materials
science, bio-engineering, targeting systems, projectile acceleration,
miniaturization, quantronic integration, and most of all payloads designed to
bypass advanced armour, have created a deadly and diverse array of handheld
and vehicle-mounted ranged weapons.
Every ranged weapon has an effective range category. Attacks against targets
outside that range category – closer or more distant – are at +1D per range step.
For example, a Rifle with a range of Medium attacks targets at Close or Long
range at +1D, and Extreme range at +2D.
A Ranged weapon’s Burst determines the maximum number of Reloads that can
be spent on each attack roll with the weapon — each reload spent adds +1d20
and +1[CD] to the attack. Ranged weapon entries also list the categories or
specific types of ammunition they can use.
Pheroware Weapons
<SIDEBAR>Corahtar Discipline
All Tohaa innately emit and sense packets of nuanced pheromonal information,
in a scent-based language called Corahtaa — nearly impossible to lie in, it is the
primary way Tohaa communicate in person. Tohaa Hackers and practitioners of
the Corahtar Discipline control bioengineered organisms – such as Symbiomates
and SymbioBombs — with these precise pheromonal pulses.
While Pheroware can be used to control Symbiomates, and Tohaa diplomats are
rumoured to be able to generate Pheroware effects at will, SymbioBombs are the
most common delivery system for Pheroware Tactics.
Pheroware tactics always have the Biotech and Speculative Fire qualities, take a
Standard action D1 Command test from a user with the Corehtar Discipline trait,
and require both user and target to be within medium range of the effect’s
source.
Pheroware
Endgame - pg. XXX
Eraser - pg. XXX
Hellzone - pg. XXX
Mirrorball - pg. XXX
Nimbus Sphere - pg. XXX
Pheromonic ammo – pg. XXX
SymbioBomb - pg. XXX
SymbioMate - pg. XXX
Infowar Weapons
Dumb Mode
Items with the Hackable quality rely on quantronic connectivity to provide their
user with useful information and affordances, rendering them vulnerable to
quantronic attacks.
Hacking Devices
Every hacker carries a Hacking Device, a powerful personal computer able to
breach foreign networks and devices with powerful -though short-
ranged- signals on a range of frequencies, exploiting weaknesses with
powerful offensive software. They also allow a hacker to defend against
similar intrusions through the use of security programs and the
hacker’s own skill.
The precursor chemicals for most explosive devices also have legitimate uses or can be
created from legitimate ingredients, so ALEPH and factional authorities watch for
patterns of combined purchases and fabricator usage in an ongoing game of cat and
mouse with illicit manufacturers. Most spaceports, transit hubs, and immigration
checkpoints have arrays of chemical sniffers to check for traces of blacklisted materials,
although it’s far from a perfect cordon.
Explosives are especially easily found on the frontier, where they are used for mining,
clearing land, against local wildlife, and to deter intruders. A century of factional warfare
and profit-seeking quartermasters ensures healthy black and grey market in explosive
military surplus and pilfered materiel.
Modern explosive devices fall into three broad categories. Charges are designed
for attachment to an object or other strategically important target for detonation
later. Grenades are designed to be thrown at a target or zone, and detonate on
impact. Mines have one or more kinds of integrated sensor, and detonate when a
particular set of conditions are met.
<Sidebar>Transporting Explosives
Smuggling explosive devices past the chemical sniffers embedded in most
spaceports, transit hubs, immigration checkpoints, and urban public spaces
requires a Thievery test, depending on who is in control of the region — D3 for
Tohaa territory, D2 for ALEPH and O-12 facilities, D1 in Corporate,
PanOceanian, and Yu Jing cities and habitats, and D0 elsewhere.
High profile events or important figures can have their own, higher-grade
sniffers. The Attribute combined with Thievery depends on the method used to
elude the security cordon.
Grenades or Mines can be set to detonate after a pre-set delay in Dumb Mode, or
via networked command with a D1 Tech test, although the latter exposes the
device to quantronic detection and Hacking attacks. Charges can be placed in
either timed or networked mode without the need for a test.
All Explosive Devices are Disposable, although having the remnants of one
provides +1 Momentum on attempts to manufacture a new Explosive Device.
Charges
Placing a charge on a creature or object that can defend itself is a Close Combat
attack. The user declares which mode the Charge is in when placing it, and either
how long its timer is set for, or who has network access to the device. Anyone
with network access can detonate the charge remotely with a D0 hacking test.
Multiple Charges placed on the same target and triggered simultaneously are
particularly effective, combining their qualities, effects, and damage into a single
roll. Charges are sold in sets of three.
Grenades
Grenades can be altered to detonate after a pre-set delay in Dumb Mode, or via
networked command with a D1 Tech test, although the latter exposes the device
to quantronic detection and Hacking attacks. Catching and throwing back a
timed Grenade before it detonates is a D4 Athletics test.
Mines
Cheap, easily deployed landmines cause civilian casualties and create dangerous
and impassable regions long after the end of hostilities, so modern designs are
larger, easier to spot, and more expensive – making indiscriminate use
impractical – and contain complex IFF systems and tracking devices that allow
safe recovery once the conflict is over. Despite these advances, anti-personnel
mines are still considered to pose unacceptable risks to civilian populations, and
are banned by the Concilium Convention. Creating an un-networked – and
therefore un-Hackable – Mine is a capital crime.
Mines aren’t used to attack enemies directly; instead, they are deployed within a
zone, requiring a D1 Stealth test to conceal the mine within Reach. Detecting an
active mine requires a D1 Observation test; this test increases in difficulty by one
for each Momentum spent on the Stealth test.
Mines can be altered to detonate after a pre-set delay with a D1 Tech test or via
networked command with a D2 Tech test, although the latter exposes the device
to quantronic detection and Hacking attacks. Altering a mine to be Unhackable
requires a D1 Tech test, and is highly illegal.
Mines are sold in sets of three, and are always Disposable, Hackable, and
Indiscriminate in addition to any other qualities. Mines do not gain any bonus
damage from a high attribute score.
Poison
An insidious and ancient way to kill, poisoning is both an art and a science. Few
other methods can kill so suddenly and effectively without the immediate
presence of the killer, and a skilled poisoner can conceal their work such that
only the most dedicated investigators can find it.
Once exposed to a poison, the target makes a Resistance test at the start of each
turn. If the test is failed, they immediately suffer the poison’s effects, and any
damage inflicted ignores soak. Three successful Resistance tests ends the effect.
The difficulty of a poison’s Resistance tests is determined by the strength of the
poison – mild poisons require a Challenging D2 test, strong poisons require a
Daunting D3 test, and potent poisons require a Dire D4 test.
Poisoned Weapons
Weapons with integrated poisonous coatings or nanoinjectors, or constructed
with harmful materials built into their cutting or striking surfaces are covered by
the Toxic quality. For examples, see Grazeknives and Wetspikes on pg. XXX, and
Bacterial Mantraps on pg. XXX.
Poisons commonly come in two forms – liquid and gas. Each purchase of
gaseous poison is a single canister sufficient to fill a zone, which disperses after
1d6+1 rounds — any character in the zone during that time is exposed to the
poison. Each purchase of liquid poison contains three doses, which can be
administered via autoinjector or by adding it to food or drink.
Paralytics are similarly non-lethal, leaving the victim aware but unable to move.
A character exposed to a paralytic must pass a Resistance test or become
Staggered for 1d6 rounds. If the character fails a Resistance test while already
Staggered, they are rendered completely unable to move or speak for 1+3[CD]
hours. The character loses one Resolve for each Effect rolled for the 24 hours after
the paralytic effect ends from the lingering effects of the poison. Paralytics are
most commonly found in liquid form for injection or ingestion, harvested from
animals that use them as a defence mechanism.
Necrotoxins cause cell death, which can lead to intense pain, haemorrhage, and
even organ failure. A character exposed to a necrotoxin must pass a Resistance
test or suffer 1+3[CD] damage with the Biotech, Toxic 3, and Vicious 3 qualities.
Necrotoxins are typically synthetic and found in liquid form, and are
administered by injection or ingestion.
<Sidebar> Aristea!
The melee renaissance notably impacted Aristea! competition, motivating rules
changes – such as ranged weapons being initially disabled – that ruined or
revolutionized the sport, depending on who you ask. Illegal livecasts of close
quarters combat between TAGs and Powered Armour units during the war
excited imaginations across the Human Sphere, leading to scaled up Aristea!
fights featuring Armoured or TAG-piloting combatants in patched-up and
gaudily decorated military surplus. After a series of deadly accidents, they are
illegal in most populated areas, but immensely popular in rural zones and the
frontier, with an attendant ecosystem of Submondo-run betting, merchandising,
and match fixing.
Utility knives are common tools on the frontier, and a traditional birthday gift for
adolescents. On Ariadna, openly-worn Teseum weaponry is a challenge, a
demonstration of wealth and strength. Yu Jing Imperial Service bureaucrats prize
bladed hat pins inlaid with materials from Earth — coral, sapphire, lapis lazuli,
gold, silver, and jade — a traditional promotion gift from new superiors.
Nomads from Bakunin integrate personal datastores into their weapons, filled
with poetry, essays, and political polemics on topics they’re ostensibly willing to
fight and die for. And disguised smart-material weapons are popular with
Hyper-Elites throughout the Human Sphere, transforming from stylized
accessory to deadly implement and back again on command.
<SIDEBAR>Avant En Garde
Most habitats have restrictions on what melee weapons can be carried openly,
such as a maximum blade length, bans on coated and injection weapons, or
required licensure to own, purchase, or sell items capable of deadly harm. These
laws often lag behind fashion and sub-cultural trends, and many young elites –
even ones who’d never dream of actually hurting someone – would rather risk
demerits or law enforcement trouble than be seen without this season’s cutting-
edge attack-tattoos or kukri-rings.
WEAPONS
Adhesive Launcher (Ranged)
Due to the size of their canisters of ultra-rapid setting liquid cement, these
weapons are usually loaded via large-bore rotary drum magazines, and used to
immobilize enemy vehicles. Technically non-lethal and economical to use, an
accurate shot with an Adhesive Launcher can render the most terrible war
machine completely defenceless.
Akrylat-Kanone (Ranged)
The Akrylat-Kanone contains two Reloads, and after those have been used, the
weapon is empty and cannot be used until reloaded. Disassembling the weapon
to fill it with new Reloads is a D1 Tech test.
Ariadnan Armour Piercing HMGs level the technological playing field with
carefree bursts of one of the most expensive munitions known to man: T2
rounds.
<Sidebar>Remember
Many modern objects are networked — anything without the Hackable quality,
unless explicitly set to Dumb Mode, is a viable target for Hacking Devices!
Assault Pistol (Ranged)
Assault Pistols are bulkier than normal sidearms in exchange for a much higher
rate of fire — ideal for close quarters assaults, where a hail of low-calibre rounds
can quickly overwhelm foes.
Axe (Melee)
Axes are heavy chopping blades that make up for their lack of finesse or subtlety
with brutal efficiency. Common tools on the frontier for clearing heavy foliage,
an axe’s main virtue is its cutting power — heavy curved blades, such as the
scimitar-like swords carried by some Morat soldiers, fill a similar role.
Blitzen (Ranged)
The Boarding Shotgun was developed to naval assault unit specifications for
close-quarters combat in thin- atmosphere and vacuum environments. Versatile
weapons, Boarding Shotguns can fire both flechette rounds for assault and close
combat, and high-powered slugs to punch through heavily-armoured
combatants’ defences.
Boarding Shotguns are MULTI[Medium] weapons, but use Normal Shells and
Armour Piercing Slugs instead of Standard or Special ammunition.
A hardened band worn over the hand or built into a glove to increase the impact
of punches, “brass knuckles” haven’t been made of brass in a very long time, but
the principle of the device remains the same.
Chain-Colt (Ranged)
The Chain-colt is a light and compact version of the Chain Rifle with slightly
shorter range, the ideal weapon for urban guerrilla warfare. Though widely used
and produced, implanting one is illegal under international law.
Any type of Heavy ammunition can be purchased in Charge form for one
additional base cost, providing three Charges per reload instead. Heavy Charges
have Area(Close) by default; if the Ammo Type provides a larger Area range, use
that range instead.
Combi Rifle (Ranged)
Contender (Ranged)
CrazyKoalas are Nomad automated remote chassis for mines. They can be
controlled directly or given one of a few simple orders for a round. The
remote mechanisms’ complexity prevents payloads beyond simple
explosives, but they more than make up for it in flexibility and surprise.
D.E.P (Ranged)
Always popular with guerrillas and irregulars looking for inexpensive anti-tank
power, the D.E.P. is a lightweight single-shot Corregidor-kitbashed Panzerfaust
variant. Whether Descanse en Paz – “Rest in Peace” — refers to user or target
depends on accuracy. Each D.E.P contains one Reload, and after use, the weapon
is empty and cannot be used until reloaded. Disassembling the weapon to fill it
with new Reloads is a D1 Tech test.
The first troops to receive Armatech Solutions Mk3 Multi-Purpose Mines were
Neoterran units from the Darwin Military Base, notoriously proud of their
Australian cultural heritage. Due to the plump design of the mines, and the ease
and deadly consequences of raining them down on the enemy, the Neoterrans
nicknamed them for the mythical koala-like Aussie treetop predator.
Drop Bears are thrown instead of placed. With a successful Athletics test (+1D
for each range category beyond Close), the Drop Bear lands in the chosen zone,
and becomes active at the end of the wielder’s action. Drop Bears otherwise
operate exactly as a mine would, but Observation tests to spot an active Drop
Bear are D0 – they are much easier to spot than carefully-hidden mines.
E/Marat (Ranged)
E/Marat use integrated batteries to generate their E/M pulse – while they do not
use ammunition, if a complication is rolled, they can be declared to have
“drained their batteries” by the GM, requiring a D1 Tech test to recharge.
E/Maulers (Explosive Device: Mine)
E/Maulers are E/M pulse mines, equipped with a motion detector and IFF
connected to a stealthy single use pulse emitter. E/Mauler design is a Nomad
patent, but Ariadna bought an ample supply of them during the Commercial
Conflicts — the leftovers are relatively cheap, if you know who to talk to.
Flammenspeer (Ranged)
Garrotte (Melee)
Grazeblade (Melee)
Any type of Heavy ammunition can be purchased in Grenade form for one
additional base cost, providing three Grenades per reload. Most Grenades have
the Area quality.
Hacking Device (Infowar)
An O-12 designation for the most recent generation of devices used by Nomad
infiltrators and agents, Hacking Device Plus tech synergistically combines
multiple UPGRADE modules into a single unit while still providing
flexible program support. There are unsubstantiated reports of ALEPH-
directed units wielding similar technology.
Heavy Shotguns are MULTI[Medium] weapons, but use Normal Shells and
Armour Piercing Slugs instead of Standard or Special ammunition.
Hedgehog (Melee)
Implanted or armour-integrated venomous spines to deter contact and poison
attackers, commonly used by the EI and occasionally by the Tohaa.
Jammer (Ranged)
Knife (Melee)
Flamethrower (AKA “FT”) design has evolved over the centuries — smaller,
lighter, safer and easier to use — but their tactical role is unchanged: create a
stream of fire to clear a path or, with a pull of the trigger, clear an enclosed area
of hostiles. Facing one instils fear in the heart of even seasoned soldiers, while
concentrated neutral combustion agents prevent accidental explosions if the tank
is punctured, maximising rates of fire with minimum encumbrance.
Pitcher (Ranged)
Although Combi Rifles are the undisputed primary infantry weapon, its range is
not always enough for the job at hand. Marksman Rifles are designed for long-
range engagement without the need for specialized sniper training, at the cost of
an increased weight and length that makes them difficult to use in close quarters,
and a shorter range than proper Sniper rifles.
Any type of Heavy Ammunition can be purchased in Mine form for one
additional base cost, providing three Mines per reload instead. Most
Mines have the Area quality.
Cloud of dense long-chain opaque filament smoke that fluoresces to occlude the
visible and near-visible spectrum, Mirrorball effects block all modern optical
systems for a brief period of time. The effect can be ended early via pheremonal
command with a Minor action if the user deems it tactically useful.
Mk12 (Ranged)
A redesigned Assault Rifle, the Mk-12 provides a very high rate of precise high-
calibre fire at farther ranges. Its name comes from its ammunition, which has an
appearance, effect, and recoil similar to the ancient Holland-12 Grand Safari,
used in big game hunting against now-extinct species.
Modhand (Melee)
Designed for Nomad undercover agents and law enforcement, Modhands are
usually disguised as a set of small innocuous accessories – clear or color-shifting
nail appliques, fashionable rings or finger tattoos, a bracelet or watch – until
triggered, releasing a powerful Electromagnetic attack.
Molotok (Ranged)
The Ariadnan Molotok is a mid-range machine gun akin to the Spitfire that uses
lightweight Armour-Piercing rounds for a faster fire rate.
OS-12’s new standard sidearm, and near-impossible for outsiders to acquire, this
design combines MULTI tactical flexibility with an Assault Pistol’s ferocity, albeit
at a reduced rate of fire in Special mode.
A MULTI Pistol’s first mode fires a preloaded type of Standard ammunition with
Burst 3 and Spread 1, and its secondary mode fires a preloaded type of Special
ammunition with Burst 1 and Vicious 1.
MULTI Sniper Rifle (Ranged)
The MULTI Sniper Rifle is the next evolutionary step in long-range precision
firearms, with multiple magazines and an adaptive chamber to modify
ammunition ballistics on the fly to suit the needs of the operator. A sharpshooter
with this weapon can switch seamlessly between an anti-tank gun capable of
piercing thick armour, an anti-personnel weapon that can neutralize even the
most resilient targets, or a variety of advanced payloads.
MULTI Sniper Rifles can equip Needle and SaboT Heavy ammo types — in
addition to all Special types — to their Secondary mode.
Nanopulser (Melee)
Ojotnik (Ranged)
Ojotniks are military-grade Ariadnan big-game hunting rifles — more potent but
slower than conventional assault rifles, the Ojotnik’s true edge comes from its
Teseum ammunition’s fearsome armour-piercing capabilities. With lightweight
stocks made from native hardwoods, Teseum-coated rifling, and the best scopes
available, Ojotniks are hand-crafted heirlooms, passed between generations from
master marksmen to their prized pupils. Their rarity makes them a status symbol
and a point of pride for Cossack Spetsnaz Scouts, each of whom bears a
personalized Ojotnik.
Panzerfaust (Ranged)
Panzerfausts are the anti-tank weapon of choice for infantry: thanks to their light
weight and collapsible tube design, a soldier can be outfitted with a Panzerfaust
without needing to sacrifice other important gear. And if two Needle rounds
can’t do the job, it’s probably time to run.
A Panzerfaust contains two Reloads, and after those have been used, the weapon
is empty and cannot be used until reloaded – most soldiers discard the empty
weapon at this point. Disassembling the weapon to fill it with new Reloads is a
D2 Tech test.
The secrets of their manufacture understood only by the EI, Plasma Rifles remain
the most advanced technology on the battlefields of Paradiso, firing projectiles of
superheated ionized gas wrapped in electromagnetic fields that collapse on
impact to devastating effect. A Plasma Rifle’s Area quality can be turned on and
off as a free action via quantronic command or by moving a physical switch near
the trigger.
Perhaps the most fearsome member of the Plasma family and extensively used
on the battlefields of Paradiso, the Plasma Sniper Rifle blends the accuracy of
other sniper weapons with the strongest power of any Plasma weapon in use by
the Combined Army- a clear and unwanted example of the superiority of
VoodooTech arms. A Plasma Sniper Rifle’s Area quality can be turned on and off
as a free action via quantronic command or by moving a physical switch near the
trigger.
Plasteel Pipe (Melee)
Pollocks give anyone hit the Targeted condition for a number of rounds equal to
the number of effects rolled. Any d20s on ranged attacks against someone
Targeted can be rerolled once for free, and Guided weapons receive additional
benefits.
Protheion (Melee)
Qiang (Melee)
Sensei Wraps Nonlethal quality can be toggled as a free action. Sets worn on both
hands and feet combine qualities, but prevent the use of gloves or boots.
Sepsitor (Ranged)
Sepsitors do not use any conventional ammunition types, but contain only two
Reloads – if those reloads are exhausted, it takes several hours for the weapon to
recharge before it is ready for use again. Making a successful Resolve test against
a Sepsitor weapon’s Terrifying damage ends the ongoing effect, but does not
render the target immune to further Terrifying effects if struck again later.
Sepsitor Plus (Ranged)
Slammer (Melee)
Slammers are illegal throughout the human sphere, but can are easily purchased
from shady weapons merchants, albeit with wild variations in quality and safety.
Fabrication recipes combining otherwise innocuous materials into slammers are
also common on Submondo darknets – their disposability makes them the
perfect weapon for street violence and murder. Slammers can only incorporate
ammunition types without Nonlethal or Area.
The result of a remarkably short ALEPH-led R&D process, the Smart MULTI
Sniper Rifle incorporates an elaborate automated chamber that encases each
round in a lattice of nanobots that act as in-flight control surfaces and micro-
sensors, allowing remote guidance. On impact, surviving nanobots disassemble
any nearby inorganic material until their batteries run down.
Smart MULTI Sniper Rifles require working Comms Gear to use, cannot be used
in “dumb mode” or made Unhackable, and can equip Needle and SaboT ammo
types -in addition to all Special types- to their Secondary mode.
Smart Grenade Launcher (Ranged)
Another ALEPH-led innovation for O-12, the Smart Grenade Launcher encases
grenades in nanobot in-flight control surfaces and micro-thrusters, allowing
remote guidance for precise placement. Smart Grenade Launchers cannot be
used in “dumb mode” or made Unhackable, require working Comms Gear, and
can fire Grenades as Heavy ammunition, counting each Grenade as one Reload.
Spear (Melee)
The spear has been a part of warfare for thousands of years – simple to make and
wield, and allowing even poorly-trained warriors to fend off their enemies.
Modern payloads can make having a solid length of polycarbon between the
wielder and the business end of the spear reassuring, and even necessary.
Pistols retrofitted for use with a specific Special ammunition type are widely
available from factional manufacturers, albeit at inflated prices.
Rifles designed for use with a particular Special ammo type are nearly as
common as standard rifles, though the ammunition can be more difficult to find,
at least via legitimate channels. A Specialized Rifle can be combined with a Light
Shotgun, Light Flamethrower, or Light Grenade launcher into a single weapon of
the same size with modes equivalent to the separate weapons. Switching
between modes is a free action.
Spitfire (Ranged)
The Spitfire or “Fire Spitter” is a mid-range machine gun designed for close
quarters and urban combat, which has gone through a number of versions over
the past century of warfare. Spitfires always have shorter barrels and lighter
ammunition than their big sister the Heavy Machine Gun, ideal traits for an
urban assault and support weapon. Regardless of specific incarnation, the
Spitfire’s high fire rate, sturdy build, ease of use, and notable accuracy are
unmistakable, rendering it the most effective automatic firearm in the Sphere.
Pistols are standard-issue sidearms capable of burst fire, perfect for use in close
combat and at point-blank range.
An infantry soldier’s best friend, Rifles are the most common weapon in the
battlefields of the Sphere. Their light weight, accuracy, and abundance to the
point of anonymity make them ideal for covert operatives.
Sniper Rifles are precision weapons with such long-range accuracy that they can
dominate an entire battlefield. A well-placed marksman armed with one of these
weapons can potentially deter the advance of a whole army.
A sturdy short staff with built in shock capacitors, commonly used by security or
law enforcement where a blade’s lethality would be inconvenient.
Submachine Gun (Ranged)
The advent of the Combi Rifle eclipsed the Submachine Gun as the primary
light-ammo weapon until recently, when compatible Shock rounds became
available. The weapon’s lower recoil and high rate of fire leads to better accuracy
and stopping power, making the Submachine gun a favourite of tactical police
units, Corporate special operations teams, and paramilitaries everywhere.
Sword (Melee)
Swords still hold a special place in military tradition as symbols of honour,
discipline, and justice, particularly in PanOceania.
Swordcane (Melee)
SymbioBombs (Pheroware)
SymbioBombs are designed to stay out of immediate danger, and between their
small size and evasive instincts ranged or melee attacks against them are at +2D
– they have Armour Soak 1, 4 Vigour, and die after suffering a single Wound, or
if the Symbiont Armour they are bonded with is destroyed. Only one
Symbiobomb can be bonded with a given armour at a time.
T2 Boarding Shotgun (Ranged)
A Tactical Bow cannot be used in one hand under any circumstances. A character
using a Tactical Bow can add the higher of their melee or ranged damage
bonuses to the weapon’s damage. Traditional Antipode arrows are usually
coated with the equivalent of DT ammunition, but various arrowheads are
available from specialty craftsman for similar prices to ordinary ammo.
Teseum short blades remain popular, despite their staggering cost anywhere
besides Dawn.
Often quickly improvised for frontier hunting or street warfare, Throwing Spears
are sometimes combined with grenades or even Slammer payloads as anti-
armour weapons for the desperate or suicidal. Nomad versions often incorporate
microthrusters, monowire tethers, and guidance packages for zero-g combat.
Tonfa Bangles (Melee)
Usually purchased, worn, and used in pairs, these Elite defensive weapons
collapse into an innocuous disguise as thick ornamented bracelets until needed.
When wielded as a pair, Tonfa Bangles combine their Parry qualities.
Wetspike (Melee)
Each program’s entry lists its category and level, the Quantronic damage it
inflicts if applicable, any Qualities, any alternative Breach Impairment Effects,
and its cost. IC programs also have a Stealth rating — the difficulty of Analysis
tests to detect their presence in a system.
CLAW PROGRAMS
CLAW-1 Blackout
CLAW-1 Gotcha!
CLAW-1 Overlord
CLAW-1 Spotlight
This software highlights enemy combatants, making them easier for the hacker’s
allies to track and target. Though potent in combination with guided weaponry,
it is one of the most common Infowar attacks that firewalls filter against, making
it notoriously tricky to land a hit.
This Yu Jing favourite suborns safety mechanisms and ejection protocols, forcing
enemy vehicle crews out of their craft. For two Momentum or as an alternative
Breach Effect, the crew of the target vehicle are immediately forced to disembark,
suffering falling damage based on how fast the vehicle travelled during its last
turn (none if the vehicle didn’t move). The effect lasts until all crew exit the
vehicle – nothing prevents them from getting back in.
CLAW-2 Harpoon
A nasty sysadmin and law enforcement trick, this combination program not only
damages targets, it also prevents their escape. It can only be used as a Reaction
when the target attempts to move out of reach in a quantronic zone, take a
Withdraw action, or take a Terminate Connection action. On a success, the
target’s movement or action is cancelled, and the attack deals damage as usual.
CLAW-2 Oblivion
CLAW-3 Basilisk
For one Momentum or as a Breach Effect, the Hacker can take control of a vehicle
as if they were piloting it directly (using their own actions as normal, in the
Commander role). The effect cannot be undone using the Absterge action,
though the vehicle’s Commander can spend an Infinity point to wrest back
control, and opposed Hackers can use Exorcism software to end the effect.
SWORD PROGRAMS
SWORD-1 Fritz
Though non-lethal, this Brain Blast variant is specifically designed to disrupt the
vestibular system and the optic and auditory centres of the brain, and is no less
effective at removing targets as active threats. This program can only be used
against targets using Neural equipment.
For one Momentum or as a Breach Effect, the program can deal its damage as
Physical damage with the Biotech and Nonlethal qualities instead of Quantronic
damage. For each effect generated, the user can add one of the following to the
attack: Deafening, Blinding, Immobilizing, Knockdown, or Stun.
SWORD-1 Slasher
Unlike other attack programs, which are designed to bypass and penetrate the
target’s Firewall, Slasher programs target the Firewall itself. They cannot inflict
Breaches of any kind, and have no effect if the target has no Firewall remaining,
but Slashers are incredibly useful for demolishing quantronic defences.
SWORD-1 Horrorshow X
Weapon of choice for feuding otaku, these Brain Blast variants combine
disgusting and disturbing sensory stimuli with synchronized adrenaline dumps
to induce traumatic waking nightmares. Incorporating personalized details and
recording the victim’s reaction is de rigueur – ego deconstruction as performance
art. Prepackaged libraries of stimuli are available, but devoted Horrorshow
artistes take great pride in creating bespoke experiences for their victims.
Horrorshow can only be used against targets using Neural equipment. For two
Momentum or as a Breach Effect, the program can deal Nonlethal Mental
damage with the Terrifying X quality instead of Quantronic harm.
SHIELD PROGRAMS
<Sidebar: SHIELD Program Benefits>
In addition to their specific benefits, the highest-level SHIELD program loaded
on a Hacking Device grants the user bonus Security Soak equal to twice its level.
When used as Defence or Guard Reactions with the Hacking skill, only one piece
of SHIELD software can be used for the Reaction.
SHIELD-1 Exorcism
SHIELD-1 U-Turn
SHIELD-2 Breakwater
This program is used to counter direct Infowar attacks. Whenever the user makes
a Defence or Guard Reaction using his Hacking skill, in addition to turning the
attack into a Face-to-Face test, the attacker’s skill test increases in difficulty by
two steps.
SHIELD-2 Worrywart
This program is used to counter biological and toxic attacks. When activated as a
Standard action, all allies within Long range wearing a Biomonitor gain +2 BTS
until the start of the user’s next turn.
SHIELD-3 Counterstrike
This program is similar to Breakwater, but more aggressive. If the user succeeds
at the Face-to-Face test for a Defence or Guard Reaction using the Hacking skill,
they can spend a Momentum to immediately turn the attack back on the attacker.
This inflicts the attack’s normal damage, with all associated qualities and
potential Breach Effects.
This program increases the user’s defences against enemy infowarriors. When
the user makes a Defence or Guard Reaction using their Hacking skill, they gain
two bonus Momentum on the Face-to-Face test.
GADGET PROGRAMS
<Sidebar: Supportware>
A number of Utility Programs are listed as Supportware. Only one of these
programs can be active at any time – activating a new Supportware program
deactivates any other active Supportware. Further, if the character’s Hacking
Device is ever shutdown (due to four or more Breaches, or some effect that shuts
down Comms Equipment), all active Supportware is immediately deactivated.
GADGET-1 Lockpicker
This software helps the hacker access physical assets’ networks. When attacking
or accessing a network other than a person’s, if hardware from that network is
within Reach, the Hacker reduces the difficulty of the Hacking test by one. This
effect does not apply within a network or datasphere, only when accessing the
network or datasphere physically from the real world.
GADGET-2 Assisted Fire
This Supportware guides Remotes under the hacker’s control. The target Remote
must be within Close range, and gains the benefit of assistance with the user’s
Hacking skill on its next ranged attack.
This Supportware guides Remotes under the hacker’s control. The target Remote
must be within Close range, and gains the benefit of assistance with the user’s
Hacking skill on its next Defence or Guard Reaction.
UPGRADE PROGRAMS
Excerpts from this vast and ancient Haqqislamite library of exploit lore, buffer
overflow cascades, permission enhancement tactics, and biometric extrapolation
algorithms are granted only in a carefully-considered sequence of revelation —
donation of previously unknown exploits and samples to the library's custodians
is the only path to deeper lore, ensuring its relevance.
This code library grants adds bonus Momentum equal to twice its rating for
increasing Authentication Quality on a successful Authentication Hack,
and reduces the Difficulty of bypassing or mimicking biometric
verification by one. This upgrade can only be obtained from
Haqqislamite sources, and then only at rating 1 – deeper lore requires
the favour of Murabid scholors.
UPGRADE Cybermask
This program conceals the user’s personal data, hiding them beneath a layer of
false ID data, which can be a hand-crafted fiction, stolen from an unwitting
person, or a combination of both.
Once the user has obtained or created a false profile, they can apply it as a
Standard Action with an Average D1 Hacking test. While in use, any system that
checks the character’s comlog for identity –including the friend-or-foe systems
used by military and security forces, access gateways, and IC — sees the false
profile instead.
UPGRADE Fadeware
Once per scene, the hacker can use the specified program as a minor action,
taking a bonus d20 to applicable tests and a bonus [CD] to any damage the
program inflicts. Changing which program is loaded into the Flashsocket is an
elaborate and delicate process, requiring an uninterrupted hour of work and a
successful D2 Tech test.
UPGRADE Chao
UPGRADE Phoenixware
UPGRADE Solifugae
Named for the swiftest order of arachnids on Earth, this Nomad program rapidly
explores networks, filtering for notable traffic and affordances, then
reports its findings to the user. Deploying the program requires a D1
Hacking test. On success, it extends the user’s Quantronic Observation
range one zone beyond the range provided by their hacking expertise,
until they next suffer a breach. Secured zones still block the user’s line
of sight as usual.
UPGRADE Stop!
Using EI-derived viral memetics and stimuli libraries from aquatic species
beyond the Human Sphere, this software payload effectively cripples
enemy infowarriors. This program can only be used against targets using
Neural equipment.
For one Momentum or as a Breach Effect, the program can deal its damage
as Physical damage with the Biotech and Vicious 2 qualities instead of
Quantronic harm. For each effect rolled, the hacker can add one of the
following to the attack: Blinding, Immobilizing, Knockdown, or Stun.
<Sidebar: IC Ratings>
In addition to a rating for its overall complexity and efficacy like other programs,
an IC program is rated for Stealth – the difficulty of Analysis tests to discover it,
and Firewall — for how difficult it is to deactivate. All IC are destroyed after
taking Breaches equal to their rating.
IC-X Caltrops
When triggered, this program forces the hacker to install invasive monitoring
scripts or be blocked entirely from the zone. The scripts deal X[CD] Quantronic
damage each time the hacker moves into, through, or out of the zone, and if any
effects are generated, Staggers them for a round per effect.
IC-X Crybaby
When triggered, this program does not prevent an invading hacker’s movement
or actions. Instead, it uses a dedicated channel to alert another system or an
allied hacker, calling them to the system’s defence – noticing and then blocking
the alert in time requires separate D(X) Analysis and Hacking Reactions.
IC-X Deadfall
IC-X Gaslight
When triggered, this program does not prevent an invading hacker’s movement
or actions. Instead, it attempts to silently discover as much as it can about the
attacker and embed what it discovers in easily found log files, attempting to both
frighten the hacker away, and help trace them later. The program generates X
Heat or Momentum each round the hacker remains in the zone, and deals Mental
damage when the hacker discovers the files (any successful test).
IC-X Hivemines
IC-1 Mirrormaze
Designed to slow hacking attempts and buy defensive hackers and systems time
to mount a response, Redtape slows non-privileged response times to a crawl,
mimicking a faulty connection or hardware problem, making it difficult to move
into, through, or out of the zone, and attempting to trap intruders each round
until deactivated.
IC-1 Screwtape
IC-3 Tarbaby
This program adds special exit protocols, and does not activate until a Hacker
attempts to leave the zone, take a Withdraw action, or take a Terminate
Connection action. If triggered, it prevents the movement or action, and then
alerts another system or allied hacker, just as a rating 3 Crybaby does.
IC-1 Trackstar
When triggered, this program does not prevent an invading hacker’s movement
or actions. Instead, it takes tracks every action the hacker makes in exhaustive
detail for analysis and tracing later. Each round the hacker remains in the
monitored zone or interacts with the monitored firewall generates one Heat or
Momentum.
Weapon Attachments and Modifications
Weapons in use across the Human Sphere are designed for combination with a variety of useful
attachments and optional extras – all of which are available from official retailers for the right
price, naturally. Soldiers, security operatives, and unofficial operatives alike all make use of these
extras to make their armaments more versatile and flexible.
Bipods and tripods are two and three-legged supports designed to provide
stability to a large weapon. Bipods are most common on two-handed weapons,
while unwieldy weapons gain more from tripods. Integrated grip pads on the
feet allow their use even in zero-g as long as a convenient surface is in reach.
Disintegrating Briefcase
While unopened, the shielding and cunning design force a D4 Observation test to
determine the case’s true contents with a thorough search. The case can be
dissolved as a free action, revealing the weapons for immediate access. This
renders the case useless, as all that remains is the storage rack (holding the
weapons) and the handle. Each case is constructed new around a particular
weapon or set of weapons.
Silencer
A common covert operations tool, a silencer is a device fitted over the muzzle of
a firearm that drastically reduces the noise the weapon makes when it fires. Only
ranged weapons without the Munitions or Unsubtle qualities — either from the
weapon itself or from loaded ammunition – can attach a Silencer. Silencers add
the Subtle 1 quality to weapons.
The biggest and best guns money can buy are useless if you miss your target. All
guns are fitted with some form of sight – even if only the basic ‘iron sights’ built
into the gun – but most support a replacement or supplementary sight. A
weapon can be fitted with only one gunsight – no more, no less.
Laser Sight
Typically fitted beneath or beside the weapon’s barrel, these devices project a
low-powered laser on to the target, providing a clear indicator of where the
weapon is aimed. When using a weapon fitted with a laser sight against a target
within Close or Medium range, the character can spend one Momentum on the
attack to determine which location is struck, rather than the normal two. This
stacks with talents that provide the same benefit. Laser sights are exempt from
the normal “one sight” limit, as they are fitted to the barrel rather than replacing
the weapon’s iron sights. A weapon can have a laser sight and one other sight.
Reflex Sight
A reflex sight grants easier target acquisition at short and medium ranges. When
using a weapon fitted with a reflex sight, a character can spend a minor action
before attacking to aim, after which the character can re-roll one d20 on an attack
against any target within Close or Medium range, in addition to Exploit benefits.
Telescopic Sight
These sights, broadly referred to as ‘scopes’, are designed for acquiring targets at
long ranges and are favoured for powerful rifles though pistol versions exist as
well. When using a weapon fitted with a telescopic sight, a character can spend a
minor action before attacking to aim, increasing the Range rating of the weapon
by one step – from Close to Medium, from Medium to Long, or even from Long
to Extreme. However, while aiming in this way, the character increases the
difficulty of any Observation tests made to notice threats within Close range. A
telescopic sight can also be used as a telescope.
Support Rig
These articulated hydraulic supports fit around the user’s body via a harness,
and connect to a heavy weapon, allowing it to be wielded far more easily than is
normally the case. The most advanced forms of support rig are actually a type of
waldo, but those are rare compared to the relatively simple hydraulic armature
harnesses produced by most militaries. In all cases, they provide additional
support for ammunition as well, often including storage space for spare
ammunition or helping to feed long belts of ammunition into the weapon.
A support rig attached to an unwieldy weapon allows the user to count the
weapon as Braced at all times. A support waldo provides the same bonus, and
can additionally perform an attack by itself by spending a Reload, and a D1 test
against its Ballistics skill of 10. The wielder can still spend Heat points to add
additional dice to this test as normal. Smaller ‘gunslinger’ waldos exist that
provide the same benefits as a support waldo, but for one-handed, unbalanced,
and two-handed weapons.
Traps
More affectation than real safeguard, Traps are small devices integrated into a
weapon’s grip, casing, or trigger designed to injure anyone who uses the weapon
without permission. Though specifics vary, Traps always deal 1+2[CD] Physical
damage, and can only have a single attack quality.
Weapon Grouping Sidebars
These can be spread throughout the chapter, perhaps near the earliest item in the
list that doesn’t already have other sidebar content.
Melee Weapons
Axe - pg. XXX
Blade of St. George - pg. XXX
Brass Knuckles - pg. XXX
Garrotte - pg. XXX
Grazeblade - pg. XXX
Hedgehog - pg. XXX
Knife - pg. XXX
Modhand - pg. XXX
Nanopulser - pg. XXX
Nanopulser Necklace - pg. XXX
Plasteel Pipe - pg. XXX
Qiang - pg. XXX
Sensei Wrap X - pg. XXX
Slammer - pg. XXX
Spear - pg. XXX
Spiked Knuckles - pg. XXX
Stun Baton - pg. XXX
Sword - pg. XXX
Swordcane - pg. XXX
Teseum Chopper - pg. XXX
Teseum Spear - pg. XXX
Throwing Spear - pg. XXX
Tonfa Bangles - pg. XXX
Wetspike - pg. XXX
Charges
<Heavy Ammo Type> Charges - pg. XXX
D-Charges - pg. XXX
Haint Charges - pg. XXX
Mines
<Heavy Ammo Type> Mines - pg. XXX
Bacterial Mantrap - pg. XXX
Drop Bears - pg. XXX
E/Maulers - pg. XXX
Prowlers - pg. XXX
Grenades
<Heavy Ammo Type> Grenades - pg. XXX
Flashbang
Pollock
Ranged Devices
E/Marat - pg. XXX
Flash Pulse - pg. XXX
Jammer - pg. XXX
Sepsitor - pg. XXX
Sepsitor Plus - pg. XXX
Pistols
Assault Pistol - pg. XXX
Heavy Pistol - pg. XXX
MULTI Pistol - pg. XXX
Specialized Pistol - pg. XXX
Standard Pistol - pg. XXX
Assault Weapons
Boarding Shotgun - pg. XXX
Chain-Colt - pg. XXX
Chain Rifle - pg. XXX
Contender - pg. XXX
Light Flamethrower - pg. XXX
Heavy Flamethrower - pg. XXX
Heavy Shotgun - pg. XXX
Submachine Gun - pg. XXX
T2 Boarding Shotgun - pg. XXX
Vulkan Shotgun - pg. XXX
Rifles
Standard Rifle - pg. XXX
Specialized Rifle - pg. XXX
Combi Rifle - pg. XXX
MULTI Combi Rifle - pg. XXX
Sniper Rifles
Marksman’s Rifle - pg. XXX
MULTI Sniper Rifle - pg. XXX
Ojotnik - pg. XXX
Smart MULTI Sniper Rifle - pg. XXX
Standard Sniper Rifle - pg. XXX
Plasma Weapons
Plasma Carbine - pg. XXX
Plasma Rifle - pg. XXX
Plasma Sniper Rifle - pg. XXX
Infowar Weapons
Assault Hacking Device - pg. XXX
Defensive Hacking Device - pg. XXX
E/Marat - pg. XXX
Hacking Device - pg. XXX
Hacking Device Plus - pg. XXX
Jammer - pg. XXX
Linkspike - pg. XXX
Pitcher - pg. XXX
Tohaa Hacking Device - pg. XXX
Launchers
Adhesive Launcher - pg. XXX
Akrylat-Kanone - pg. XXX
Blitzen - pg. XXX
D.E.P - pg. XXX
Flammenspeer - pg. XXX
Heavy Grenade Launcher - pg. XXX
Light Grenade Launcher - pg. XXX
Pitcher - pg. XXX
Missile Launcher - pg. XXX
Panzerfaust - pg. XXX
Smart Missile Launcher - pg. XXX
Pheroware Tactics
Endgame - pg. XXX
Eraser - pg. XXX
Hellzone - pg. XXX
Mirrorball - pg. XXX
Nimbus Sphere - pg. XXX
XXX For incorporation into Core Part 2: Action Scenes XXX
Targeted: The target is highlighted for allied targeting systems - all d20s on
ranged attacks against someone Targeted can be rerolled once for free, and
attacks made with Guided weapons ignore all penalties to hit due to range,
visibility, or concealment.
Tag: The hacker tags the target system, allowing the hacker to use the target as a
Repeater, and giving the target the Targeted impairment.
Melee Weapons
Name Damage Size Qualities Restriction Cost
Axe 1+5[CD] Unb Spread 1, Vicious 2
Blade of St. George 1+6[CD] Unb Anti-Materiel 2, Backlash 1, 2, 4 for non-
Monofilament, NFB PanOceanian
Brass Knuckles 1+3[CD] 1H Concealed 1, Subtle 1, Vicious
1
Garrotte See 1H Hidden 2, Subtle 2,
Entry Unforgiving 1
Grazeblade 1+4[CD] 1H Breaker, Stun, Toxic 3, Vicious 1, 3 for non-
3 Haqqislamite
Hedgehog 1+4[CD] - Toxic 4, Subtle 1, Vicious 2 2
Knife 1+3[CD] 1H Concealed 1, Subtle 2,
Unforgiving 1
Modhand 1+4[CD] 1H Concealed 2, E/M, Stun, 1, 3 for non-
Subtle 1, Vicious 2 Nomad
Nanopulser 1+5[CD] 1H Biotech, Subtle 3, Torrent, 3
Vicious 2
Nanopulser 1+4[CD] - Biotech, Disposable, Subtle 3, 2
necklace Torrent, Vicious 1
Plasteel Pipe 1+4[CD] Unb Improvised, Stun
Protheion 2+4[CD] Aug Augmentation, Biotech, EI only N/A
Vicious 1, Terrifying 2
Qiang 1+4[CD] 2H Extended Reach, Vicious 2, +2 for non-
Monofilament Yu Jing
Sensei Wraps X 1+3[CD] - Hackable, Expert X, Nonlethal, -1 for Yu Jing
Parry 1, Subtle 1, Stun
<ammo type> 2+4[CD] 1H Concealed 3, Disposable, +1 for non- Cost of one Ammo
Slammer Improvised, Unforgiving 2, Submondo reload, +T2 for
and all qualities added by Special/Heavy
ammo
Spear 1+4[CD] 2H Extended Reach, Vicious 1
Spiked Knuckles 1+4[CD] 1H Concealed 1, Piercing 1,
Vicious 1
Stun Baton 1+4[CD] 1H Knockdown, Subtle 1, Stun
Sword 1+5[CD] Unb Parry 2, Vicious 1
Swordcane 1+4[CD] Unb Concealed 2, Parry 1, Vicious 1
Teseum Chopper 1+5[CD] Unb Piercing 4, Vicious 2 1, 3 for non-
Ariadnan
Teseum Spear 2+5[CD] 2H Extended Reach, Piercing 3, 1, 2 for non-
Vicious 1 Ariadnan
Throwing Spear 1+3[CD] 2H Extended Reach, Vicious 1,
Thrown
Tonfa Bangles 1+3[CD] 1H Concealed 2, Parry 1
Wetspike 1+3[CD] 1H Piercing 1, Biotech, Toxic 1,
Subtle 3
Explosive Devices
Name Damage Size Qualities Restriction Cost
CrazyKoala 2+[CD]6 1H Area(Close), Hackable +1 for Non- (3 mines)
Nomad
D-Charges 2+[CD]6 1H Anti-Materiel 2, Hackable, (3 charges)
Piercing 3, Spread 1, Unsubtle,
Vicious 2
Haint Charges 2+[CD]6 1H Area(Medium), Hackable, (3 charges)
Indiscriminate, Nonlethal,
Subtle 2, Terrifying 4
<Heavy Ammo 2+[CD]6 1H Area(Close), Hackable, (3 charges)
Type> Charges Indiscriminate, Unsubtle, and
all other qualities added by
the Ammo Type
Flashbangs 1+[CD]5 1H Area(Close), Deafening, Flash, (3 grenades)
Hackable, Indiscriminate,
Nonlethal, Speculative Fire,
Thrown, Unsubtle
Pollocks 1+[CD]5 1H Hackable, Nonlethal, Thrown, 2, 3 for Non- (3 grenades)
Unsubtle Panoceanian
<Heavy Ammo 2+[CD]4 1H Area(Close), Hackable, (3 grenades)
Type> Grenades Indiscriminate, Thrown,
Unsubtle, and all qualities
added by the Ammo Type
Bacterial 2+[CD]5 1H Area(Close), Biotech, Breaker, 2, 4 for non- (3 mines)
Mantrap Subtle 3, Toxic 4 Submondo
Drop Bear 2+[CD]5 1H Area(Close), Hackable, Spread (3 mines)
1, Stun, Thrown, Vicious 3
E/Mauler 2+[CD]5 1H Area(Close), Breaker, 2, 3 for Non- (3 mines)
Electromagnetic, Hackable Ariadnan or
Non-Nomad
<Heavy Ammo 2+[CD]5 1H Area(Close), Hackable, (3 mines)
Type> Mines Indiscriminate, Unsubtle, and
all other qualities added by
the Ammo Type
Ranged Weapons
Pheroware Tactics
IC Programs