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- Name Class Range RoF Dam Pen Clip Rld Special Cost
- Melee Weapons: General (Tier 1)
- Shield Melee 1d5 Pen 0 Defensive, Depleting*, Primitive AP 2 1WUP
- *Depleting: For each attack that would successfully deal damage to the limb that the shield is on, reduce the shield's AP by 1. A Shield with an AP of 0 is destroyed.
- Melee Weapons: General (Tier 3)
- Name Class Range Dam Pen Special Cost
- Gravity Hammer Melee --- 2d10+4 I Pen 3 Power Field, Unwieldy 3WUP
- Melee Weapons: Plasma (Tier 1)
- Plasma Sword Melee --- 1d10+6 E Pen 4 Power Field 2WUP
- Melee Weapons: Plasma (Tier 2)
- Plasma Pike Melee, Thrown 10dm 1d10+4E Pen 5 Power Field 3WUP
- Ranged: General (Tier 1)
- M75E SMG Pistol 20dm S/3/5 1d10 I Pen 0 18 1Full Inaccurate, Compact 1WUP
- M460E DMR Basic 60dm S/2/- 1d10+1 I Pen 2 20 1Full Accurate 2WUP
- M93E Shotgun Basic 10dm S/2/- 1d10+2 I Pen 2 12 1Full Scatter 1WUP
- Ranged: General (Tier 2)
- SRS-100E Sniper Rifle Basic 100dm S/2/- 1d10+5 I Pen 4 12 1Full Accurate 3WUP
- M100 Gauss Rifle Basic 110dm S/-/- 1d10+4 I Pen 4 1Full Unreliable 2 WUP*
- M155B-E Mauler Pistol 10dm S/2/- 1d10+1 I Pen 2 1Full Unreliable, Scatter, Compact, Melee Attachment 2WUP
- Light MAC Heavy Special S/-/- 3d10+3 I Pen 4 12 2Full Mounted, MAC, Recharge 4 WUP*
- Ranged: General (Tier 3)
- M100-E2 Gauss Rifle Basic 110 S/3/5 1d10+4 I Pen 3 12 1Full 3 WUP*
- MAC Heavy Special S/-/- 4d10+5 I Pen 6 4 2Full Mounted, MAC, Recharge, Overheats 5WUP
- * Replaces the Rail Rifle, Heavy Rail Rifle and Rail Rifle MK II in Ad Eva Core
- MAC
- Whenever a MAC weapon is fired,roll 1d5 and add the MAC weapon’s Penetration. If the resulting number is greater than or equal to the current A.T. Field strength of the target, the shot fired ignores the target’s A.T. Field defenses.
- Ranged: Positron (Tier 2)
- M606E SCNLR Heavy 300 S/-/- 2d10+4 E Pen 6 5 1full Recharge 3WUP
- Ranged Weapons: Plasma (Tier 1) (Requires Plasma Technology Exchange)
- Plasma Rifle Basic 80 dm -/3/10 1d10+1 E 3 40 Full Reliable, Maser 2 WUP
- Plasma Pistol Pistol 40 dm S/-/3 1d10+1 E 3 20 Full Reliable, Compact, Maser 1 WUP
- Ranged Weapons: Plasma (Tier 2)
- Plasma Carbine Heavy 150dm S/2/- 1d10+5 E Pen 5 12 Full Accurate, Reliable, Maser 2 WUP
- Plasma Torpedo Heavy Special S/-/- 2d10+3 E Pen 8 5 2Full Reliable, Maser 3 WUP
- Ranged Weapons: Plasma (Tier 3)
- Focus Cannon Heavy Special S/-/- 3d10+5 E Pen 10 Beam, Reliable, Maser, Mounted, 4 WUP
- For every round that the beam is maintained, the weapon gains the Overheat Property at a -10 penalty every turn as the user must test Ballistic Skill again in order to avoid overheating the weapon.
- Large Scale Needler Tech (Requires: Tier 2 Technology and Covenant Technology Exchange) 45 Surplus.
- Needler: Whenever this weapon would deal critical Damage, it deals an Additional 1d5 X Critical
- Needler Weapon Training (All Paths) 100xp
- Ranged Weapons: Needler (Tier 2)
- Needle Pistol Pistol 20dm S/3/- 1d10 E I Pen 0 20 1Full Inaccurate, Needler Compact 2WUP
- Needler Basic 30dm S/3/- 1d10+2 E Pen 2 30 1Full Needler 3WUP
- Needle Rifle Basic 75dm S/2/- 1d10+3 E Pen 2 12 1Full Accurate, Needler 3WUP
- Ranged Weapons: Needler (Tier 3)
- Needler MK 2 Basic 35 DM S/3/6 1d10+3 E Pen 3 30 1Full Reliable, Needler 3WUP
- Needle Cracker Heavy 40 DM S/-/- 2d10+2 E Pen 1 5 2Full Blast (5), Needler 3WUP
- Weapon Upgrades:
- Plasma Jitte:
- As Melee Attachment. Damage Type Becomes Energy. 1WUP
- Improve Armor: Weapons with Defensive gain +1 AP 1WUP
- Structural Upgrades
- Tier 2:
- Asymmetric Armor: (Requires: Armor Upgrade I). As Armor Upgrade II, but Increases Armor by 2 on Selected Arm and 0 on the opposite. Cannot take: Armor Upgrade II (Counts as for the purposes of Upgrades) 2 SUP
- Tier 3:
- Asymmetric Armor II: (Requires Asymmetric Armor). As Armor Upgrade III, but further Increases Armor by 2 on Selected Arm and 0 on the opposite. Cannot take Cannot take: Armor Upgrade III 2 SUP
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