Weapons of Mars
 Share
The version of the browser you are using is no longer supported. Please upgrade to a supported browser.Dismiss

View only
 
 
ABCDEFGHIJKLMNOPQRSTUVWXYZ
1
2
Plans for the future:
3
4
5
Plans for the future:
getting around to porting gear, cybernetics
, vehicle weaponry as well as vehicle and servitor profiles
6
When on a Forge World or planet with Forge World Affiliations (Gms discretion) Use bracketed Availability
7
RANGED WEAPONS OF MARS
8
NAMECLASSRANGERoFDAMAGEPENCLIPRELOADSPECIALKGAVAILABILITY
9
Radium Weapons
10
Radium PistolPistol30mS/2/-1d10+4 I410Half ActionRad Poisoning, Toxic2Near Unique (Very Rare)
Rad Poisoning: Whenever the wielder of this weapon fires it he takes 1d10 E damage that ignores armour not made to resist radiation, also If this weapon causes a killing blow everyone within 5 metres of the dead target must succeed a Challenging (+0) Toughness Test or take 1d10 E damage that ignores Armour not made to resist radiation
Note: While the GM is the final arbitrator of wether a armour is proof against radiation a simple reference is environmentaly sealed armours for extreme conditions or use in the void.
11
Radium CarbineBasic50mS/3/51d10+4 I430FullRad Poisoning, Toxic6Near Unique (Very Rare)
Rad Poisoning: Whenever the wielder of this weapon fires it he takes 1d10 E damage that ignores armour not made to resist radiation, also If this weapon causes a killing blow everyone within 5 metres of the dead target must succeed a Challenging (+0) Toughness Test or take 1d10 E damage that ignores Armour not made to resist radiation
12
Radium JezzailBasic110mS/-/-1d10+6 I45FullRad Poisoning, Toxic8Near Unique (Very Rare)
Rad Poisoning: Whenever the wielder of this weapon fires it he takes 1d10 E damage that ignores armour not made to resist radiation, also If this weapon causes a killing blow everyone within 5 metres of the dead target must succeed a Challenging (+0) Toughness Test or take 1d10 E damage that ignores Armour not made to resist radiation
13
Arc Weapons
14
Arc PistolPistol30mS/-/-2d10+1 E420FullHaywire, Shocking2Unique (Extremely Rare)Haywire: When hitting a creature or object like a Vehicle, robot, servitor or something else that relies on electronics deal an extra 2d10 E damage that ignores Armour. The GM is the final Arbitrator when this does or does not apply.
15
Arc RifleBasic80mS/-/32d10+1 E420FullHaywire, Shocking4Unique (Extremely Rare)Haywire: When hitting a creature or object like a Vehicle, robot, servitor or something else that relies on electronics deal an extra 2d10 E damage that ignores Armour. The GM is the final Arbitrator when this does or does not apply.
16
Heavy Arc RifleHeavy110mS/-/-2d10+4 E6102 FullHaywire, Shocking10Unique (Extremely Rare)Haywire: When hitting a creature or object like a Vehicle, robot, servitor or something else that relies on electronics deal an extra 2d10 E damage that ignores Armour. The GM is the final Arbitrator when this does or does not apply.
17
Phosphor Weapons
18
Phosphor Blast PistolPistol30mS/-/-1d10+4 E620Half ActionLuminagen2Near Unique (Very Rare)Luminagen: Targets hit by weapons with this quality are Illuminated and all Ballistic Skill checks to hit will recieve a +10 bonus.
19
Phosphor SerpentaBasic45mS/-/-1d10+4 E620FullLuminagen3Near Unique (Very Rare)Luminagen: Targets hit by weapons with this quality are Illuminated and all Ballistic Skill checks to hit will recieve a +10 bonus.
20
Phosphor BlasterBasic60mS/2/41d10+5 E620FullLuminagen5Near Unique (Very Rare)Luminagen: Targets hit by weapons with this quality are Illuminated and all Ballistic Skill checks to hit will recieve a +10 bonus.
21
Heavy Phosphor BlasterHeavy80mS/-/-2d10+6 E8102 FullLuminagen10Near Unique (Very Rare)Luminagen: Targets hit by weapons with this quality are Illuminated and all Ballistic Skill checks to hit will recieve a +10 bonus.
22
Exotic Weapons
23
Transuranic ArequebusHeavy300mS/-/-2d10+4 I81FullAccurate, Felling 212Unique (Extremely Rare)Felling 1: Decrease the Unnatural Toughness Multiplier of target by 1 to a minimum of 1 before calculating damage (Unnatural Toughness x2 becomes x1 which counteracts the entire trait and so on.)
24
Eradicator Beamer Short RangeHeavy20mS/-/-3d10+12 E1242 Full25Unique (Extremely Rare)
25
Eradicator Beamer Medium RangeHeavy20m-40mS/-/-2d10+7 E842 FullBlast (4)25Unique (Extremely Rare)
26
Eradicator Beamer Long RangeHeavy40m-80mS/-/-1d10+4 E442 FullBlast (8)25Unique (Extremely Rare)
27
Flachette BlasterPistol20m0/-/121d10 R024FullSeeker Bullets, Tearing1Unique (Near Unique)Seeker Bullets: Instead of normal rules for full auto only only one degree of success is required for all shots to hit, on the other hand shots fired using this rule will always hit the same target and can not be spread out like normal.
28
Galvanic RifleBasic80mS/3/-1d10+6 E615FullAccurate3Near Unique (Very Rare)
29
Neutron LaserHeavy300mS/-/-4d10+10 E1212 FullBlast (3), Shocking30Unique (Unique)
30
Electrostatic Gauntlets (Ranged)Pistol30mS/-/-1d10+4 E010FullTwin-Linked3Unique (Extremely Rare)
31
Gamma PistolPistol30mS/-/-2d10+7 E108Half Action1,5Unique (Unique)
32
Torsion CannonHeavy60mS/-/-3d10+6 I1212 FullFelling 315Unique (Unique)
33
Volkite BlasterHeavy60mS/-/-2d10+4 E552 FullDeflagrate7Unique (Unique)Deflagrate: If atleast 1 damage goes through Armour and Toughness onto the target, apply the full damage roll again ontop of what has already been calculated, this time ignore Armour and Toughness
34
35
36
MELEE WEAPONS OF MARS
37
NAMECLASSRANGEDAMAGEPENSPECIALKGAVAILABILITY
38
Arc Weapons
39
Arc ClawMelee1d10+3 E2Haywire2Unique (Extremely Rare)Haywire: When hitting a creature or object like a Vehicle, robot, servitor or something else that relies on electronics deal an extra 2d10 E damage that ignores Armour. The GM is the final Arbitrator when this does or does not apply.
40
Arc MaulMelee1d10+6 E4Haywire, Shocking3Unique (Near Unique)Haywire: When hitting a creature or object like a Vehicle, robot, servitor or something else that relies on electronics deal an extra 2d10 E damage that ignores Armour. The GM is the final Arbitrator when this does or does not apply.
41
Transonic Weapons
42
Transonic BladeMelee1d10+9 R8Balanced, Felling 1, Tearing2Unique (Extremely Rare)Felling 1: Decrease the Unnatural Toughness Multiplier of target by 1 to a minimum of 1 before calculating damage (Unnatural Toughness x2 becomes x1 which counteracts the entire trait and so on.)
43
Transonic RazorMelee1d10+4 R5Felling 1, Tearing0,5Unique (Extremely Rare)Felling 1: Decrease the Unnatural Toughness Multiplier of target by 1 to a minimum of 1 before calculating damage (Unnatural Toughness x2 becomes x1 which counteracts the entire trait and so on.)
44
ChordclawMelee2d10+4 R6Felling 1, Tearing2Unique (Unique)
45
Shock Weapons
46
Electroleech StaveMelee2d10+6 E7Shocking, Two-handed8Near Unique (Very Rare)
47
Exotic Weapons
48
Electrostatic Gauntlets (Melee)Melee1d10+5 I13Unique (Extremely Rare)
49
50
51
ARMOURS OF MARS
52
NAME
COVERAGE
ARMOUR POINTS
SPECIALKGAVAILABILITY
53
54
Skitarii War PlateAll6Rad-proof, +20 to resist airborn toxins10Near Unique (Extremely Rare)
55
Sicarian Battle ArmourAll5Force Field (20)6Unique (Extremely Rare)
56
57
58
59
60
61
ARMOUR UPGRADES
62
NAMEUPGRADESEFFECTSKGAVAILABILITY
63
64
Rad Proofing
Any armour that covers all locations and is not already environmentaly sealed
Rad Proof, +20 to Resist Airborn Toxins, -20 to all agility tests
x2Scarce
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
Loading...