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GM Created Weapons and Armor

PISTOLS
M31 Dart Pistol: S/-/- 1d10+2 R Pen 3 Clip: 3 Reload: 3 Full Range: 40m
While not technically a pistol, this device mounts to the users forearm (or
forearm armor) and houses three retractable tubes that carry one dart each.
Accurate, Reliable, +2 degrees of success on hit. Darts are Archeotech. Can
be loaded with any toxin. Darts are Unique but may be recovered and reused.
Energy Needler: S/3/- 1d10 E Pen 18 Clip: 30 Reload: * Range: 50m
The pistol fires a micro-laser of high intensity energy that is capable of
piercing even armored vehicles. Because the beam is so tiny, damage is
minimized to personnel unless a vital organ is struck. Vehicles, however, do
not fare nearly as well.
Reliable, Proven (4), *Reloading requires a large power source and 10 minutes
of uninterrupted energy transfer.
BASIC
Silent Flight: S/-/- *Special* Pen 0 Clip: 1 Range: 80
Accurate, Silent: This weapon makes no sound when fired, Synaptic Overload:
Targets hit by this weapons special bolts must pass an Arduous (-40)
Toughness test, or succumb to unconsciousness as their synapse is overcome
by the energies released into their system. This weapon causes no damage.
Ammo for this weapon is considered Unique (But reusable).
Shockwave: S/-/- 1d10+3 I Pen 0 Clip: 5 Range: 15
Spray, Pulse-wave: The weapon fires a conical wave of kinetic energy,
hurtling all obstacles in its path away from the firer. Over-pulse: The user of
this weapon may spend a full round charging up the energy stored in the
weapons magazine. If he does so, double the damage of the dice rolled,
double the range of the area affected by the spray, double the distance
objects are pushed, and the weapon gains the recharge quality.
MELEE
Crystal Great Sword: 2d10+5 E Pen 6
Felling (3), Power Field, Unbalanced, Energy Arc: The wielder of this blade
may make a challenging (+0) strength test in addition to a successful WS
test. If the test is successful, the blade projects a ribbon of high velocity
energy 5m (+2m for every degree of success) in front of the user as it is
swung. This energy does 3d10 E damage with a Pen of 10. After this is used
once, the sword will need an hour to recharge.
ARMOR
Energy Shield: +3 Armor (Stacks) Force field rating 35
This device attaches to the users offhand forearm, providing additional armor
and force field. This device overloads on a 01 roll only, and must be repaired
before it can be used again.
Whisper Power Armor: 8 AP
A sleek design of unadorned dark grey, this armor is lined with an intricate
lattice of energy absorbers allowing the armor to be powered by the wearers
bio-electricity. The servo-motors are precision lathed and run producing
almost no sound (no penalty to stealth checks). Integrated into the back of
the armor is a compact anti-gravity pulse unit. (Counting as a jump pack

GM Created Weapons and Armor


without the capability to use flyer mode). The armor incorporates the
following features for increased versatility: Mag-boots, Recoil suppressor
gauntlets, environmentally sealed when the helmet is worn, syn-skin thermal
masking layer (rendering the user invisible to thermal and infra-red imaging.

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