TC2 master unit weps gear COMPAT 2-5-17.xls
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TC2 Units, Weapons, and Gear8/15/2016
Copyright Brian Carnes/SDGS 2016
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Weapon Name (by type then size)
VARIANTTypeWeight
Power
Fire ControlMINOPTDROP/PERShotsLOS/NLOSDAMAGE per shot
ARMOR PIRECE
SPLASHMODES
Rounds
CLASSLINKAttributes
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GauntletsMK1Robotic hands112CCCCNA2LOS NANA
ULTRA LIGHT
2BUILT IN: This gear/weapon must be integrated to the unit and cannot be otherwise installed. HANDY: As part of an action, this unit may pick up, drop, carry, or throw an adjacent AC1 or smaller object (one per hand). A carried item can be randomly thrown (2D20 in any direction. If throw is blocked score damage to blocking object and object thrown unless a deathmatch skull or a player agreed indestructible object) A carried item(s) can also be thrown as a ranged attack. 1 shot per item. Subtract 1per4 range penalty. QUICK CYCLE: This weapon can be used twice per turn on a MSV unit.
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GrinderMK1Saw372CCCCNA1LOS40+2D20NANALIGHT2QUICK CYCLE: This weapon can be used twice per turn on a MSV unit.
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LancerMK1Hydralically assisted ram452CCCCNA1LOSACx15AP3NANAMEDIUM2QUICK CYCLE: This weapon can be used twice per turn on a MSV unit. OUT FRONT: weapon plus adjacent range must be able to clear the nose of the attacker. FORK-U: Adds a D20 per equiped instance of this weapon in damage to a DFA attack. (weapons's base damage does not apply)
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KatanaMK1MSV Martial blade482CCCCNA4LOS12+3D6AP3NANAMEDIUMNPARRY/COUNTER: if equipped unit is targetted by a close combat attack, or by an adjacent opponent, it may parry with a free counterattack from this weapon. If parry is used against a close combat attack, the player may opt to either deal damage or reduce damage. A unit may only make one parry per attacker. QUICK CYCLE: This weapon can be used twice per turn on a MSV unit. WEPS ARM MOUNT: requires unit to have a weapons arm (lists under abilities).
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MaulerMK1Power maul6102CCCCNA1LOS80+4D20NANA
ULTRA HEAVY
NWRECK It: On hit, applies half damage to any adjacent AC1 units behind a targeted wall. QUICK CYCLE: This weapon can be used twice per turn on a MSV unit.
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B33 (Bee)MK1Multi Rocket Launcher pack11NA0364 per 14LOS52HENA
ULTRA LIGHT
4SEQUENCED FIRE: If a unit is targeted that is or becomes under a bubble shield, the sequenced shots may attempt to eliminate the bubble shield then hit units that were originally targeted with any remaining shots.
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HADESMK1Multi Rocket Launcher pack31NA0302 per 14LOS24AP24HENALIGHTN
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GuardianMK2Multi Rocket Launcher pack43NA0242 per 112LOS93HENAMEDIUMN
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Apex (single launcher)MK1Smart missile single10312481 per 41NLOS24AP1031
ULTRA LIGHT
4PROPELLANT ACCELERATED: Double splash range for shots within opt range. ADVANCED RETARGETING: If facing defensive gear that requires a reroll, may ignore the first failed reroll and attempt the reroll one more time. Can be split to target two units if linked.
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StormboltMK1Smart missile system2226242 per 11NLOS20AP63AP/HE6LIGHT6PROPELLANT ACCELERATED: Double splash range for shots within opt range.
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Fireshrike MK2Missile system3420241 per 16NLOS8AP216LIGHT2PROPELLANT ACCELERATED: Double splash range for shots within opt range.
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RavageMK1Smart missile system4530243 per 13NLOS2426MEDIUMNAPROPELLANT ACCELERATED: Double splash range for shots within opt range.
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PigeonMK2missile system5826301 per 1 4NLOS15AP326HEAVY2PROPELLANT ACCELERATED: Double splash range for shots within opt range.
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Paladin Apex Launcher (Paladin only)
MK1Smart missile system60312481 per 42NLOS24AP1036
ULTRA HEAVY
2PROPELLANT ACCELERATED: Double splash range for shots within opt range. ADVANCED RETARGETING: If facing defensive gear that requires a reroll, may ignore the first failed reroll and attempt the reroll one more time. Can be split to target two units if linked.
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PrometheusMK2Missile system68212361 per 1 2NLOS30AP336
ULTRA HEAVY
2PROPELLANT ACCELERATED: Double splash range for shots within opt range.
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LongbowMk2Rifle3736301 per 43LOS18AP4(if AP)2 (if HE)AP/HENALIGHT2ARS RECOIL: The rapid automatic re-load system only allows the first shot from this weapon to receive fire control. SEQUENCED FIRE: If a unit is targeted that is or becomes under a bubble shield the sequenced shots may attempt to eliminate the bubble shield then hit units that were originally targeted with any remaining shots.
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TrushotMK2Rifle51036361 per 42LOS30AP6(if AP)3 (if HE)AP/HENAHEAVY2ARS RECOIL: The rapid automatic re-load system only allows the first shot from this weapon to receive fire control. SEQUENCED FIRE: If a unit is targeted that is or becomes under a bubble shield the sequenced shots may attempt to eliminate the bubble shield then hit units that were originally targeted with any remaining shots.
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Marksman 99MK2Rifle81236481 per 42LOS40AP6(if AP)3 (if HE)AP/HENA
ULTRA HEAVY
2ARS RECOIL: The rapid automatic re-load system only allows the first shot from this weapon to receive fire control. SEQUENCED FIRE: If a unit is targeted that is or becomes under a bubble shield the sequenced shots may attempt to eliminate the bubble shield then hit units that were originally targeted with any remaining shots.
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HammerMK2Mass cannon61000301 per 21LOS606HENA
ULTRA HEAVY
2ARCHING FIRE: May take NLOS shots by arcing over terrain. Assuming the target and firer are more than the height of the highest obstruction away from all objects being fired over horizontally and the shell path is not otherwise obstructed. The height difference of the target or the firer to the obstruction relative to the ground may be subtracted from the needed horizontal distance.
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AdjudicatorMK2Howitzer71016301 per 41LOS80AP63NA
ULTRA HEAVY
2ARCHING FIRE: May take NLOS shots by arcing over terrain. Assuming the target and firer are more than the height of the highest obstruction away from all objects being fired over horizontally and the shell path is not otherwise obstructed. The height difference of the target or the firer to the obstruction relative to the ground may be subtracted from the needed horizontal distance.
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SaberMk2Multishot rail gun3420301 per 23LOS14AP6NANALIGHT4UNREACTABLE: Ignore Phalanx and Dissonance systems and Reactive armor. SEQUENCED FIRE: If a unit is targeted that is or becomes under a bubble shield the sequenced shots may attempt to eliminate the bubble shield, then hit units that were originally targeted with any remaining shots.
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CR gunMK2
Upgraded Capacitance Rail gun
28See attribs0301 per 21LOS8 per chargeAP6NANALIGHT4UNREACTABLE: Ignore Phalanx and Dissonance systems and Reactive armor. CHARGE LIMIT: Up to 6 charges may be used on a shot. Each charge deals 8 damage. Number of charges must be declared before rolling to hit. VARIABLE FIRE CONTROL: Up to 2 charges = +2, Up to 4 charges = +0, Up to 6 charges = -2.
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Relativity E99MK1Heavy Rail Gun61220401 per 22LOS40AP6NA
ULTRA HEAVY
2UNREACTABLE: Ignore Phalanx and Dissonance systems and Reactive armor. SEQUENCED FIRE: If a unit is targeted that is or becomes under a bubble shield the sequenced shots may attempt to eliminate the bubble shield, then hit units that were originally targeted with any remaining shots.
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SpitterMK2Rotary machine gun2120201 per 14LOS8AP6NANALIGHT2FOCUS FIRE: If all shots are at the same target add a D20 for each gun that registers hit(s). SEQUENCED FIRE: If a unit is targeted that is or becomes under a bubble shield the sequenced shots may attempt to eliminate the bubble shield, then hit units that were originally targeted with any remaining shots. SPRAY and PRAY: May be used to attempt to damage infiltrated units. Target an area where an infiltrated unit is located with all shots at 6 or less + fire control. Take the base damage per shot and divide by the total number of units and terrain features within 6 of the chosen infiltrated unit. If there are no other units or features that qualify, divide shot damage by 2. Deal this modified damage for each hitting shot to the chosen infiltrated unit and each unit or terrain feature previously counted.
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SpitterMK3Rotary machine gun3120241 per 14LOS10AP4NANALIGHT2FOCUS FIRE: If all shots are at the same target add a D20 for each gun that registers hit(s). SEQUENCED FIRE: If a unit is targeted that is or becomes under a bubble shield the sequenced shots may attempt to eliminate the bubble shield, then hit units that were originally targeted with any remaining shots. SPRAY and PRAY: May be used to attempt to damage infiltrated units. Target an area where an infiltrated unit is located with all shots at 6 or less + fire control. Take the base damage per shot and divide by the total number of units and terrain features within 6 of the chosen infiltrated unit. If there are no other units or features that qualify, divide shot damage by 2. Deal this modified damage for each hitting shot to the chosen infiltrated unit and each unit or terrain feature previously counted.
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HyperspitterMK1
Hyper-cooled rotary machine gun
4220201 per 16LOS8AP6NANAMEDIUM2FOCUS FIRE: If all shots are at the same target add a D20 for each gun that registers hit(s). SEQUENCED FIRE: If a unit is targeted that is or becomes under a bubble shield the sequenced shots may attempt to eliminate the bubble shield, then hit units that were originally targeted with any remaining shots. SPRAY and PRAY: May be used to attempt to damage infiltrated units. Target an area where an infiltrated unit is located with all shots at 6 or less + fire control. Take the base damage per shot and divide by the total number of units and terrain features within 6 of the chosen infiltrated unit. If there are no other units or features that qualify, divide shot damage by 2. Deal this modified damage for each hitting shot to the chosen infiltrated unit and each unit or terrain feature previously counted.
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HyperspitterMK2
Hyper-cooled rotary machine gun
5320241 per 16LOS10AP4NANAHEAVY4FOCUS FIRE: If all shots are at the same target add a D20 for each gun that registers hit(s). SEQUENCED FIRE: If a unit is targeted that is or becomes under a bubble shield the sequenced shots may attempt to eliminate the bubble shield, then hit units that were originally targeted with any remaining shots. SPRAY and PRAY: May be used to attempt to damage infiltrated units. Target an area where an infiltrated unit is located with all shots at 6 or less + fire control. Take the base damage per shot and divide by the total number of units and terrain features within 6 of the chosen infiltrated unit. If there are no other units or features that qualify, divide shot damage by 2. Deal this modified damage for each hitting shot to the chosen infiltrated unit and each unit or terrain feature previously counted.
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DevastatorMK1Rotary gun51010241 per 13LOS25NAHEAVY2FOCUS FIRE: If all shots are at the same target add a D20 for each gun that registers hit(s). SEQUENCED FIRE: If a unit is targeted that is or becomes under a bubble shield the sequenced shots may attempt to eliminate the bubble shield, then hit units that were originally targeted with any remaining shots. SPRAY and PRAY: May be used to attempt to damage infiltrated units. Target an area where an infiltrated unit is located with all shots at 6 or less + fire control. Take the base damage per shot and divide by the total number of units and terrain features within 6 of the chosen infiltrated unit. If there are no other units or features that qualify, divide shot damage by 2. Deal this modified damage for each hitting shot to the chosen infiltrated unit and each unit or terrain feature previously counted.
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Blackout FPPMK2Forced Plasma Projector51220302 per 11LOS483NA
ULTRAHEAVY
2POWER SHUNT: Add damage base of mounting unit -AC3+4 AC4= +8 AC5= +16 AC6= +24
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JavelinMK2Laser2520281 per 51LOS20AP6NANALIGHT6CRITICAL OVERLOAD: Take AC life on failed attack roll of 20
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NovaMK2Laser41220301 per 51LOS50AP6NANAMEDIUM2CRITICAL OVERLOAD: Take AC life on failed attack roll of 20
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SideswipeMK3Rapid Munitions Launcher2120242 per 14See attribs10AP33AP/HE/GPSNALIGHT2BLOOPER GUN: If both attacker and target have overhead clearance, and any obstructions are less than optimum range in height this weapon can be used NLOS but will not armor pierce. GPS MICROCHIPPED ROUNDS: May fire via GPS mode to target any coordinate within LOS. Ignore fire control and normal range modifiers. For roll to hit, start with 18 or less to hit, then -1 per 3 inches to coordinate or spot. Ignore armor pierce in this mode.
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Siegemaster A1MK2Mortar launcher system65NANA NANA2NLOS243NA
ULTRA HEAVY
NAGPS TARGETED ROUNDS: Fires via GPS. May target any coordinate If both attacking unit and target coordinates have full overhead clearance. Ignore fire control and normal range modifiers. For roll to hit, start with 10 or less to hit, If there is no smoke in play gain +1 to hit, a friendly unit can laser designate the coordinates gain +3 to the attack. This weapon may have one or both shots called as support fire from a Daedalus Fire Support system, or Vision Spotter equipped unit but any shot(s) used in support are unavailable for further support shots.
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TempestMK1Tesla gun37NA030NA2NA9NALIGHT2ARC CANNON: Cannot target buildings or terrain features. Pick up to 4 targets within OPT range. Each target must be within LOS and 18 of the firing unit or another target. At least one target must have LOS to the firing unit. Starting from the weapon, draw the path of least resistance through all targets. Target each unit in order of the path. Roll one attack roll for each shot (include linked) for each target in sequence. For each hit take the listed damage to the target unit and every unit previous in the sequence/path. If a miss is rolled, the rest of the rolls for that shot are ignored and only the previous damage is scored. All attack rolls are considered to be part of one attack. If less than 4 targets are selected, the last target in the chain may be targeted multiple times for the remainder of unused targets. A unit targeted more than once in this manner may not receive “previous unit in path” damage. Movement modifiers of the firing unit apply to all attack rolls. Cover modifiers apply only to each leg of the target path.
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AvengerMK1Tesla gun412NA030NA1NA20NAMEDIUM2ARC CANNON: Cannot target buildings or terrain features. Pick up to 4 targets within OPT range. Each target must be within LOS and 18 of the firing unit or another target. At least one target must have LOS to the firing unit. Starting from the weapon, draw the path of least resistance through all targets. Target each unit in order of the path. Roll one attack roll for each shot (include linked) for each target in sequence. For each hit take the listed damage to the target unit and every unit previous in the sequence/path. If a miss is rolled, the rest of the rolls for that shot are ignored and only the previous damage is scored. All attack rolls are considered to be part of one attack. If less than 4 targets are selected, the last target in the chain may be targeted multiple times for the remainder of unused targets. A unit targeted more than once in this manner may not receive “previous unit in path” damage. Movement modifiers of the firing unit apply to all attack rolls. Cover modifiers apply only to each leg of the target path.
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