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Weapons

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.

Weapons in Infinity are defined by a number of different factors, covering the


weapon’s effectiveness in combat, special abilities , and other relevant details.
Damage

As discussed in the section on attacks, Damage determines the weapon’s


basic damage, before other factors such as character damage bonuses. This
is expressed as a static value, plus two or more [CD].

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

Melee weapons are designed for close quarters combat.

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.

Infowar weapons rely on quantronic network connectivity instead of having a


Range quality, and deploy Programs against enemy networks, vehicles, and
devices. They can be used against items with the Hackable quality, unless they
have been set to Dumb Mode (sidebar).

See Infowar, pg. XXX.

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.

See Chapter XXX: Ammunition, pg. XXX.

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.

The term Pheroware applies to all Tohaa technology reliant on artificial


pheromones, particularly military usage. Since humans are unable to detect
information transmitted via Coratha, the Tohaa pheremonal language, or other
benign civilian uses of Pheroware, they usually only notice it when used to
devastating effect in conflicts or on the battlefield against biological targets.

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.

To protect against quantronic attacks in an emergency, a character can set a


Hackable item to Dumb Mode, turning off all connectivity features and
temporarily removing its Hackable quality, at the cost of +1D on all attacks and
actions using the item, and disabling any Expert or Guided qualities. Some items
are completely inoperable without quantronic connection, at the GMs discretion.

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.

Hacking Devices are Comms Equipment - and Hackable - weapons, used to


attack enemy networks and augment friendly ones with customized programs.
These programs are extremely memory- and processing-power intensive, and
require specialized hardware to use effectively, so each Hacking Device is
optimized for a different array of programs.

Programs fall into broad categories – offensive CLAWs, utility GADGETs,


defensive SHIELDs, attack SWORDs, advanced UPGRADEs, and anti-hacker
Intrusion Countermeasures – and each Device lists the maximum rating of
programs in a category it can run. Not all devices can run all categories of
program, though all can use IC programs up to the highest of their program
ratings. Installing an IC program into a zone or firewall is a D1 Hacking test that
ordinarily takes a half hour.

See Intrusion Countermeasures, pg. XXX. XXX in core part 2 XXX

Hacking Devices’ special bonuses, abilities, or integrated advanced upgrades are


noted in their entries. Hacking Devices can be installed as Neural augmentations
for a critical Infowar edge, exposing the user’s mind to direct quantronic attack.
Breach Impairment Effects

Many programs allow a hacker the option to cause an alternative impairment


effect instead of inflicting a Breach on a target, or by spending a specified
amount of Momentum.
Explosive Devices
Explosive devices can be detonated at a distance or when triggered by particular
circumstances, allowing real-time reshaping of the battlefield for tactical and strategic
advantage. They are especially useful in urban environments, where they can be
disguised until the appropriate moment, or used to quickly move through interior walls,
floors, and ceilings without exposure to attack. Improvised devices have a long history as
weapons of unconventional warfare — evening the playing field between otherwise
wildly mismatched forces — and as concealed weapons of terror, creating a smothering
atmosphere of fear and paranoia.

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.

Any Reload of Heavy Ammunition can be purchased in explosive device form


for one additional base cost, providing three Charges, Grenades, or Mines
instead. Converting a Reload of Heavy Ammunition into an Explosive device, or
vice versa, requires a successful D2 Tech test with a +2 Complication Range.
Reloads or Explosives created in this way add Improvised to any weapon they
are loaded into in addition to any other qualities.
Since they already incorporate proximity sensors, a Reload of Shotgun Shells –
Ns, Fs, or T2s – can be converted into a Mine with only a D1 Tech test and
without any increase in Complication Range. Reloads of Armour Piercing Slugs
— APs- can be converted into D-Charges with a D2 Tech Test at +1 Complication
Range. Explosives cannot be converted into Shotgun Shells or Slugs.

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.

Under ordinary circumstances, disabling an explosive you placed or have


network permissions for requires either network access to the device and a D0
hacking test, or physical contact and a D0 Tech test. Disabling – or detonating! —
someone else’s explosive requires either network access to the device and a
Hacking test or physical contact and a Tech test — in either case in face-to-face
test vs the Tech of whoever placed the explosive or is interfering with your
attempt.

To defend against disabling or detonation, reverse the above.

As a reaction, you can


 make a D3 Athletics test to throw the device a safe distance away in time
 make a D2 Acrobatics test to take cover, gaining [CD] cover soak equal to
your Acrobatics focus

All Explosive Devices are Disposable, although having the remnants of one
provides +1 Momentum on attempts to manufacture a new Explosive Device.

Charges

Charges are designed to be placed on an object or other strategically important


target within Reach, for detonation via a Dumb Mode timer or networked
command.

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 are Explosive devices designed to be thrown for tactical


advantage and area effect in combat, and are indispensable in urban or
jungle combat.

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.

Used individually, Grenades have the Indiscriminate, Speculative Fire, and


Thrown qualities. When fired from a Grenade Launcher, use its range instead,
and count each grenade as one reload. Grenades are sold in sets of three.

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.

After concealment, a deployed mine detonates as soon as an unidentified


creature enters or moves within its zone (it discerns friend from foe via network
signals, if able). The creature can attempt a D2 Acrobatics test as a Reaction to
avoid being hit by the explosion.

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.

Asphyxiants stop a character from breathing, preventing his body from


absorbing oxygen. A character exposed to an asphyxiant must pass a Resistance
test or suffer one Injury from suffocation. Each successive failed test increases the
difficulty of all following tests to resist this poison. The most common
asphyxiants are cyanide-based, and come in gaseous form.

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.

Soporifics are an easy way to render a target unconscious quickly. A character


exposed to a soporific must pass a Resistance test or become Dazed for 1d6
rounds. If the character fails a Resistance test while already Dazed, he falls
unconscious for 1+[CD]3 hours. The character will lose 1 resolve for each Heat
Icon generated; this represents any lingering incoherence the character suffers
after waking. Soporifics can be found in gas form, or in liquid form to be
introduced into food or injected directly. They are commonly used in medicine
as general anaesthetics.
The following sidebars can be spread throughout the chapter, perhaps near
melee weapons that don’t already have other sidebar content.

<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.

<SIDEBAR>The Personal Touch


Unlike firearms and other ranged weapons, which are treated as relatively
interchangeable and disposable tools, most melee weapons are highly
personalized and artistic, even sentimental, objects.

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)

A Nomad design — swiftly copied by and mass-produced by Yu Jingese


companies-, Akrylat-Kanone combine the disposability and light form factor of
the Panzerfaust with a (briefly) proprietary long-range anti-tank adhesive round,
as well as case improvements for easier disassembly when reloading.

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.

AP Heavy Machine Gun (Ranged)

Ariadnan Armour Piercing HMGs level the technological playing field with
carefree bursts of one of the most expensive munitions known to man: T2
rounds.

Assault Hacking Device (Infowar)


A purely offensive Infowar weapon, Assault Hacking Devices are designed to
seize control of enemy networks and systems, particularly Heavy Infantry,
TAGs, and Remotes. Enemy infowarriors connected to those networks are a
pleasant bonus, of course. EI versions also incorporate the Stop! UPGRADE.

<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.

Bacterial Mantrap (Explosive Device: Mine)

An EI specialty turned Submondo favourite, these bio-engineered fungal mines


are designed to silently spray a mist of deadly viral payload when triggered,
often infecting their targets unawares. Locating and dismantling these weapons
is an OS-12 priority, with high bounties offered for anyone willing to turn one in,
or for evidence leading to the capture and prosecution of their
manufacturers/farmers.

Blade of St. George (Melee)

The distinctive weapon of PanOceanian Knights Hospitallers, these weapons


incorporate the latest in modern melee materials, though they carefully avoid the
Templar apostasy of artificially intelligent weapons.

Blitzen (Ranged)

The E/M-pulse emitting Blitzen is a Panzerfaust variant designed for maximum


anti-quantronic impact against enemy hackers, systems, and transmitters. It
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 D2 Tech test.
Boarding Shotgun (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.

Brass Knuckles (Melee)

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.

Chain Rifle (Ranged)

Developed for untrained militias, Chain Rifles use an electric flash-forge to


transform lengths of chain into cones of red-hot shrapnel. Cheap to build and
use, its wide firing arc — devastating at short range — makes it an indispensable
tool in conflicts all over the Human Sphere.

<Heavy Ammo Type> Charges (Explosive Device: Charge)

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)

Combi Rifles incorporate automatic mechanisms to suppress recoil and optimise


aim, giving them excellent accuracy at both Close and Medium ranges. They also
support modular attachments for a variety of potential loadouts, and 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.

Contender (Ranged)

The term Contender designates a family of weapons with similar characteristics,


created for sporting use in Aristeia! competitions. The look and design varies by
manufacturer, but all share a low rate of fire and high stopping power, befitting
duelling weapons. Usually characterized by their compact size, some models are
refactored for attachment to personal armour as forearm weapons, to look like
conventional carbines, or otherwise be customized to the carrier’s style.
Contenders’ compact size, lightness, and power have led to some military use,
but their biggest market remains Aristeia! fighters and fans.

CrazyKoala (Explosive Device: Mine)

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.

Each round, as a minor action, anyone with network permissions to a


CrazyKoala can give it one of the following commands: move to an adjacent
zone, guard (automatically leap at and detonate on anyone without permissions
that moves into the zone), or detonate.

D-Charges (Explosive Device: Charge)

D-Charges are designed for directed detonation to penetrate a target’s armour. A


directional cover over a hollow charge ensures the explosion affects only the
surface it is attached to, limiting collateral damage, and allowing safe detonation
while still near the target. D-Charges are typically used for demolition, and are
particularly useful for destroying and dismantling vehicles, structures and walls.

Defensive Hacking Device (Infowar)

Common equipment for system administrators, firewall augmentation teams,


and bodyguards, these devices are exceptional for defending against other
infowarriors. Defensive Hacking Devices add +2 to their user’s Security Soak, in
addition to any provided by loaded SHIELD programs

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.

Drop Bears (Explosive Device: Mine)

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)

The E/Marat — “power” in Arabic — is a short range electromagnetic pulse


transmitter device, with a parabolic deflector to focus the pulse and reduce
collateral damage. A close quarters weapon, the E/Marat is especially useful for
mobile forces with a low technological profile against highly technified units.

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.

Endgame (Pheroware Tactic)

A caustic and infectious spray of weaponized pheromones, Endgame degrades


defensive filtration systems and destroys exposed biological tissues.

Eraser (Pheroware Tactic)

Weaponized pheromones designed for broad-spectrum signals interference,


Eraser shuts down all Comms Equipment connected to the target. A D2 Tech
Absterge action or system reset ends the effect.

Flammenspeer (Ranged)

The Flammenspeer is a Panzerfaust variant that uses incendiary warheads to


turn swaths of the battlefield into a roiling fiery hell. It 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 D2 Tech test.

Flashbang (Explosive Device: Grenade)

A favourite for urban combat and breach scenarios, Flashbangs combine


deafening sound and blinding lights to overwhelm and incapacitate
anyone in the area of effect. Networked versions can alert allies just before
detonation, rendering them harmless to synched friendly forces.

Flash Pulse (Ranged)

These sophisticated pieces of equipment emit focused beams of light or data


towards a target. The massive Flash discharge overloads the target’s vision
systems, causing temporary blindness in addition to damage from the beam.
Flash Pulses’ mirrored barrels and tuned lenses need careful maintenance and
tuning to use effectively — attacking uses the Tech skill instead of Ballistics.
Feuerbach (Ranged)

Feuerbach cannons use lightweight and quick-loading projectiles with built-in


boosters for a rapid rate of fire, in exchange for shorter range and less destruction
per projectile compared to other launchers. The advantages of higher fire rates
are self-evident, however, and the weapon is popular as a primary weapon for
heavy infantry and powered armour squads.

The Feuerbach is patented by FGA (Franco-Germanique Armements) and


licensed to producers in different countries, who often modify its optics and
firing systems to local specifications. Officially named for its rate of fire and
destructive capacity, it is rumoured that the real reason is the designer’s
fondness for the eponymous nineteenth century German philosopher.

Garrotte (Melee)

A garrotte is a length of wire, cord, or cloth to aid strangling a victim. Military


garrottes typically consist of a length of wire between two handles, while
improvised versions using piano wire, fishing line, or rope are no less effective.
A garrotte is looped around a victim’s neck and pulled tight in a single motion,
requiring stealth more than strength to use.

Using a garrotte is a Stealth vs Observation face-to-face test. If successful, the


target is immobilized and the character inflicts 1+4[CD] damage to the target’s
head immediately, increased by the wielder’s melee damage bonus and +1
damage per Momentum spent. Each round the garrotte is held around the
target’s neck, the target makes a Resistance test opposed by the attacker’s Close
Combat skill; failure means the damage is inflicted again. If the target succeeds,
they do not take damage, and can spend three Momentum to break free.

Grazeblade (Melee)

A Hassassin specialty, Grazeblades are slashing knives coated with a self-


replenishing nanocoat of proprietary neurotoxin: even a scratch can kill.

<Heavy Ammo Type> Grenades (Explosive Device: Grenade)

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)

The standard Hacking Device is a flexible multi-role unit, in common military


and illicit use throughout the Human Sphere. While possessing one is not strictly
illegal for civilians, they can attract unwanted attention from law enforcement,
and are often disguised as Comlogs or other innocuous equipment. EI versions
also incorporate Sucker Punch UPGRADEs.

Hacking Device Plus (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.

Haint Charges (Explosive Device: Charge)

Haint charges project waves of infrasound to induce unreasoning panic in


anyone caught within the area of effect. The charges’ subtle nature makes them
difficult to locate even if the targets know what is going on, particularly when
multiple charges are used simultaneously.

Heavy Flamethrower (Ranged)

Heavy Flamethrowers are designed as standalone weapons, and are a common


Heavy Infantry weapon for close quarters conflict.

Heavy Grenade Launcher (Ranged)

Heavy Grenade Launchers are mobile artillery guns designed to be mounted on


TAGs, vehicles and Remotes, though they can be carried by extremely strong
individuals. Heavy Grenade Launchers can fire Grenades as Heavy ammunition,
counting each Grenade as one Reload.

Heavy Machine Gun (Ranged)

“Mother of all support weapons”, HMGs are auto-cooled heavy support


weapons, allowing their operator to fire continuously without fear of heat
damage to the barrel or the firing mechanisms, for a withering rate of fire.

Heavy Rocket Launcher (Ranged)


Anti-personnel infantry support weapons, Heavy Rocket Launchers turn entire
swaths of the battlefield into a burning hell, and are extensively used by the EI
against Tohaa forces, due to their Symbiont Armour’s vulnerability to fire.

Heavy Pistol (Ranged)


The term “Heavy Pistol” refers both to large-calibre handguns sometimes used
for big-game hunting and to short-range weapons TAGs use for close
quarters and enclosed combat. Their sturdy design allows for the use of
some Special ammo types.

Heavy Shotgun (Ranged)

A primarily vehicle-mounted alternative to Boarding Shotguns, Heavy Shotguns


are heavyweight high-calibre portable artillery. Typically found on support
vehicles, they are sometimes carried by troops with exceptional strength or servo
systems capable of withstanding the weapon’s extreme recoil.

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.

Hellzone (Pheroware Tactic)


Near-invisible filaments of long-chain proteins, these weaponized pheromones
catalyse in response to biological tissues, rapidly binding with one another into a
glutinous mass, hindering and immobilizing the target.

Hyper-Rapid Magnetic Cannon (Ranged)

Hyper-Rapid Magnetic Cannons use Gatling-style railguns arrays, firing 3mm


metal shards at incredible speeds for massive kinetic impact, granting armour
penetration and effective range on par with a HMG. Thanks to MULTI[Light]
capabilities, alternative Standard payloads can also be used as the situation
requires, as well as Special ammunition at a slower rates of fire. Due to their size
and weight, HMCs are mounted weapons used exclusively by armoured units.

Jammer (Ranged)

The Jammer is an electronic warfare tactical weapon, designed to interfere with


enemy radio, laser, and microwave comms systems in a small area. While a
larger radius could be more useful, official requirements demand a limited area
of effect to avoid interference with allied devices, forcing carriers to move very
close to their targets. Being assigned a Jammer is a punishment detail in the
PanOceanian military, and volunteering to use one is a sign of bravery and a sure
path to promotion among Haqqislamites. Used properly, a Jammer can
completely confound an enemy’s strategy, ensuring its continued use – willing or
unwilling – on the modern battlefield.

Jammers use integrated batteries instead of ammunition, but can be declared to


have “drained their batteries” by the GM on a Complication, requiring a D1 Tech
test to recharge. When a Jammer causes a Breach, the user can disable all Comms
Equipment connected to the target’s network as a Breach Effect – the D1
Absterge action to remove the condition is at +1D per Effect generated.

Knife (Melee)

The comparatively small blade of a knife makes it a last-resort weapon for a


soldier, or the perfect tool for a covert assassination. Combat knives are multi-
purpose tools: attachable as a bayonet, balanced for hand-to-hand combat, and
trustworthy and sharp enough for use as survival tools.

Light Flamethrower (Ranged)

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.

FTs in their various configurations are a staple of modern warfare in enclosed


areas — Light FTs are commonly incorporated into armour and rifles.
Light Grenade Launcher (Ranged)

Grenade Launchers allow combatants to bombard enemy positions with


grenades or other Heavy munitions while safely out of the direct line of fire, and
are particularly useful against tight groups of enemies, or to cover the advance of
friendly troops. They are often attached to rifles for fire support in combat. Light
Grenade Launchers can fire Grenades as Heavy ammunition, counting each
Grenade as one Reload.

Light Rocket Launcher (Ranged)

Shorter-range area-effect anti-personnel weapons, Light Rocket Launchers are


commonly used by the EI against Tohaa forces, due to their Symbiont Armour’s
vulnerability to fire.

Light Shotgun (Ranged)

Light Shotguns fire flechette ammunition, high-calibre shells filled with


aerodynamic, pointed projectiles with sharp fins to stabilize trajectory and
maximize internal damage and hydrostatic shock inside the target’s body.
Modern shotguns have laser-aided target selectors that feed range data to the
chambered shell, so it can detonate at a set distance from its target and saturate
the area with flechettes.

Pitcher (Ranged)

An evolutionary descendent of conventional grenade-launchers, Pitchers are


designed to spearhead cyberattacks by increasing the effective action radius of
tactical Hackers.

They fire Deployable Repeaters as Reloads instead of ordinary projectiles, just as


Grenade Launchers fire Grenades. The weapon inflicts no damage, and targets a
zone rather than a normal target — a D1 Ballistics test, modified as normal for
range; if successful, the Deployable Repeater lands in the targeted zone and
deploys immediately.

See Deployable Repeaters, pg. XXX. XXX in belongings XXX


Marksman’s Rifle (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.

<Heavy Ammo Type> Mines (Explosive Device: Mine)

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.

Mirrorball (Pheroware Tactic)

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.

Missile Launcher (Ranged)

Modern portable Missile Launchers fire micromissile Heavy rounds, allowing


operators to easily carry enough ammunition to maintain sustained fire solo, or
to spread between the members of a fire team without significantly altering the
weight of their gear. Though Needle rounds see the most use, the variety of
modern Heavy ammo types allows MLs to switch quickly between roles.

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.

Mk12 recoil is so strong as to almost be beyond human limits, and counts as


Unwieldy for anyone with a Brawn of 9 or lower. Wielders with Brawn of 11 or
more or wearing powered armour can ignore the weapon’s Backlash.

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.

MULTI Combi Rifle (Ranged)

The MULTI Combi Rifle maximises battlefield flexibility, alchemizing factional


special ammo types, standard ammo bursts, and modular weaponry into a single
deadly portable package. Any MULTI Combi 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.

MULTI Heavy Machine Gun (Ranged)

MULTI HMGs incorporate multiple feeding magazines, allowing the operator to


select ammunition best suited to a tactical situation.

MULTI Pistol (Ranged)

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)

Nanopulsers are short-range nanobot sprayers that fire in an indiscriminate arc.


Often integrated into body armour or implanted in the torso and quantronically
triggered, they are widely restricted or illegal. Tohaa versions rely on viral
sprays which degrade into forensically innocuous organic materials after use.

Nanopulser Necklace (Melee)

Ostentation with a practical defensive twist, Nanopulser Necklaces are short-


range nanobot sprayers worn as ornate and seemingly fragile jewellery. They are
carefully restricted, so wearing one is a sign of influence among Hyper-Elites.

Nimbus Sphere (Pheroware Tactic)

Clouds of short-lived opaque protein filament smoke that bind on impact to


deflect projectiles, Nimbus Spheres provide similar protection to Nimbus+
rounds, with the additional benefit of early dispersal via pheromonal command
if their controller deems it tactically useful.

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.

Plasma Carbine (Ranged)

The Plasma Carbine is a short-barrelled mass-produced VoodooTech version of


the Plasma Rifle, with similar devastating firepower but a lower fire rate,
stronger recoil, and slower reload times. A Plasma Carbine’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.

Plasma Rifle (Ranged)

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.

Plasma Sniper Rifle (Ranged)

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)

A crude length of carbon-reinforced plastic pipe is a decent weapon in a pinch.

Pollock (Explosive Device: Grenade)

A PanOceanian specialty, these grenades spray a high-visibility fluorescent paint


in all directions, use overlapping sensors to take a high-resolution snapshot of
their surroundings, then transmit the results to networked friendlies.

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.

Portable Autocannon (Ranged)

The Portable Autocannon is a compact, lightweight Ariadnan version of main


weapons mounted on primitive light armoured vehicles in the 21st century.
Modern micromissiles allow miniaturization of the feed and report suppression
systems, and in combination with a manual trigger and optical aiming system,
provide an equivalent weapon at a fraction of the weight (though still requiring a
vehicle mount). Despite its archaic look, this weapon packs an undeniable punch,
and can neutralize even the heaviest ground units in the Human Sphere.

Protheion (Melee)

Horrific VoodooTech augmentations designed to rapidly siphon, process, and


repurpose a victim’s bodily fluids into new tissue, EI Protheion allow the wielder
to heal a Wound whenever they would inflict one with the weapon, and to add a
Wound box if they have no Wounds, to a maximum of two additional boxes.

Qiang (Melee)

Yu Jing Qiang are monofilament-tipped spears – deadly close-combat edge in


powered armour combat.
Sensei Wrap X (Melee)

A Yu Jing innovation in common usage throughout the Human Sphere, Sensei


Wraps are strips of smart-material cloth laced with sensors, reactive myomers,
and an integrated Close Combat Expert System, designed to be wrapped around
the fists and forearms or feet and shins for protection and feedback during
martial arts training and competition. They can change hardness to enhance
strikes and blocks, as well as record, analyse, and critique the wearer’s form.

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)

ALEPH-designated with a name derived from the Classic Greek septos –


corruption – Sepsitor technology is the pinnacle of VoodooTech’s horrors: a
short-range discharge of memetic viral vectors, leading to a direct connection
with the grotesque majesty of the Evolved Intelligence. With extended exposure,
the weapon can corrupt memory Cubes, taking complete command of the
target’s cognitive functions – those that succumb renounce former loyalties, and
immediately set about the grim ends of the intelligence that Sepsitorized them.

Only characters with a Cube or similar form of neurological backup can be


affected by a Sepsitor. The weapon inflicts mental damage instead of physical,
with Bonus Damage based on the wielder’s Willpower attribute instead of
Awareness. If a sepsitor would deal a fifth Trauma against a target who already
has four, the character becomes an NPC under the GM’s control until the
corruption can be reversed — doing so takes extensive and careful Psychological
treatment. In the short term, the victim is an active threat to everyone around
them until immobilized and placed under extremely heavy sedation.

See Psychological Treatment, pg. XXX.

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)

While ordinary Sepsitors contain exhaustible Reload supplies, the vehicle-


mounted Sepsitor Plus has no such limitations. It otherwise functions as a
Sepsitor with superior damage.

Slammer (Melee)

A disposable weapon for the desperate and vicious, a Slammer is a short


fabricated length of tubing with a built-in round of ammunition — usually
Special — and a crude trigger. The slammer is jammed into direct contact with
the target, then fired: injuries are caused as much by the high-pressure gas of the
round as by its payload, rendering them deadly even underwater. Firing the
round wrecks the cheap fabricated casing, which degrades into forensically
useless materials.

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.

Smart Missile Launcher (Ranged)

Smart Missile Launchers , a PanOceanian specialty, fire specialized micromissiles


networked for assisted guidance to the target via satellite feeds and forward
observers.

Smart MULTI Sniper Rifle (Ranged)

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.

Specialized Pistol (Ranged)

Pistols retrofitted for use with a specific Special ammunition type are widely
available from factional manufacturers, albeit at inflated prices.

Specialized Rifle (Ranged)

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.

Specialized Sniper Rifle (Ranged)

Designed from first principles to take full advantage of a particular Special


ammo type, Specialized Sniper Rifles combine long-range accuracy with cutting-
edge payloads.
Spiked Knuckles (Melee)

Spiked, bladed, or studded with micro-explosive charges — whatever you can


dream up, some Submondo heavy’s probably used it to extract the
necessaries from an unwilling “customer” somewhere in the Sphere, and
somebody else made rent selling it to them.

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.

Standard Pistol (Ranged)

Pistols are standard-issue sidearms capable of burst fire, perfect for use in close
combat and at point-blank range.

Standard Rifle (Ranged)

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.

Modern rifles are designed to support modular attachments, and 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.

Standard Sniper Rifle (Ranged)

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.

Stun Baton (Melee)

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)

A common affectation among elderly elite, swordcanes are usually extensively


ornamented art pieces, inlaid with unbalancing precious materials far in excess
of the original blade’s price.

SymbioBombs (Pheroware)

The Tohaa use bioengineered symbiont creatures as Pheroware Tactic delivery


systems – once bonded with a trooper’s Symbiont Armour by a user with the
Corahtar Discipline trait, they follow closely to the best of their abilities, relying
on the armour for nourishment until it is time to detonate. Small, chubby, and
frail, the stress of quickly catalysing and releasing a Pheroware payload kills the
creature. Tohaa troopers, used to disposable symbiont tools, rarely express
qualms about sacrificing SymbioBombs for tactical advantage.

Detonating a Symbiobomb takes a Standard action, and requires the user to be


within Medium range and have the Corehtar Discipline trait. The user chooses
what Pheroware Tactic to use, a target or target zone within Medium range of
the Symbiobomb, and makes an attack with a D1 Command test.

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)

Caledonian forces often load shell versions of locally-made T2 ammunition in


place of slugs. T2 Boarding Shotguns are MULTI[Medium] weapons, but use
Normal Shells and T2 Shells instead of Standard or Special ammunition.

Tactical Bow (Ranged)

A modern twist on an ancient weapon, the Tactical Bow’s range is short


compared to modern firearms, but its silent operation and compatibility with a
variety of payloads keep it relevant in contemporary warfare.

Bows are especially popular on Dawn, as a result of USAriadnan settlers’


experiences against bow-wielding Antipodes. Antipode hunters and manhunters
alike took advantage of the Ariadnan woods thick foliage for ambushes — a
well-hidden archer was nearly impossible to spot. The stopping power of these
weapons, coupled with the scarcity of traditional ammunition in the more
remote settlements beyond the Eastern and Southern borders, rekindled their
manufacture as weapons for borderlands USAriadnans, who quickly learned to
set ambushes of their own.

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 Chopper (Melee)

Teseum short blades remain popular, despite their staggering cost anywhere
besides Dawn.

Teseum Spear (Melee)


The classic Teseum Spear is a reliable standard of the Ariadnan infantry, simple
and effective against any armoured target, and eye-wateringly
expensive offworld.

Throwing Spear (Melee)

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.

Tohaa Hacking Device (Infowar)

Custom-grown for a particular infowarrior, Tohaa Hacking devices imprint on


their user over several hours when first activated, rendering them useless to
anyone without an identical pheromonal profile and genetic code.

Vulkan Shotgun (Ranged)

The Morat Vulkan is the EI version of a Boarding Shotgun, using incendiary


shells to coat its targets in jellied fuel and burn them alive. Boarding Shotguns
are MULTI[Medium] weapons, but use Normal Shells and Fire Shells instead of
Standard or Special ammunition.

Wetspike (Melee)

Wetspikes use long-chain protein springs to piston a retractable stiletto-like


hollow blade into their victim, injecting poison deep into their muscle and organ
tissues- the perfect implanted murder weapon.
Hacking Programs
Hacking programs can be broken down into six broad categories.

 CLAWs are offensive control programs designed to disable and wreak


havoc in targeted systems.
 GADGETs are miscellaneous utility programs that effect the Hacker,
their environment, and their allies
 SHIELDs protect against the effects of enemy attacks, and also provide
passive Security Soak.
 SWORDs are strictly offensive attack programs, designed to inflict
damage to networks and enemy Hackers.
 UPGRADEs are custom-compiled software modules requiring
extensive low-level hardware integration and refactoring, making
them near-permanent aspects of Hacking Devices that use them.
 IC — Intrusion Countermeasures, also known as “ice”, hide in
quantronic zones or Firewalls, and defend them from hackers.

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

This software prevents outbound communication. For two Momentum or as a


Breach Effect, the program can shut down all Comms Equipment connected to
the target network. A D1 Tech Absterge action or system reset ends the effect.

CLAW-1 Gotcha!

A favourite against mechanised forces, this software shuts down motive


subroutines, stopping machines in their tracks. For two Momentum or as a
Breach Effect, the program can immobilise a target in power armour or a vehicle,
making it unable to move until the start of the hacker’s next turn. A D2 Tech
Absterge action is required to end the effect before then.

CLAW-1 Overlord

A Nomad specialty and favourite of Haqqislamite privateers, this software seizes


control of enemy vehicles. For two 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 by
Absterge actions, though the vehicle’s Commander can spend an Infinity point to
wrest back control, and opposed Hackers Exorcism software can end the effect.

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.

Spotlight inflicts no damage, and requires a Challenging D2 Hacking test to use,


modified as normal for range. If any effects are generated, the enemy is Targeted,
allowing all d20s to be re-rolled on any ranged attacks made before the hacker’s
next turn. Guided weapons gain further benefits.

See the Guided weapons quality, pg. XXX.


CLAW-2 Expel

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

This software is a more potent form of Blackout, often used by Submondo


thieves to temporarily isolate targets for robbery on the frontier or in low-
traffic orbits. For one Momentum or as a Breach Effect, the program can
shut down all Comms Equipment connected to the target network. A D2
Tech Absterge action, or system reset ends the effect.

CLAW-3 Basilisk

This software is an advanced and more memory-efficient form of Gotcha! For


one Momentum or as a Breach Effect, the program can immobilise a target in
power armour, a machine, or a vehicle, making them unable to move until the
start of the hacker’s next turn. A D2 Tech Absterge action is required to end the
effect before then.
CLAW-3 Middleman

The rumoured result of the algorithmic dissection of a Renegade ALEPH Aspect,


this program is a registered trade secret of RSapien & Associates, available only
to their clients. Those who steal or copy it come to bad ends, though the firm and
its clients for some reason remain unscathed.

As a Breach effect or for two Momentum, the program prevents outbound


communication from the target's comlog while mimicking appropriate
responses from systems they were connected to, and vice versa, allowing
the hacker to sow confusion, misinformation, and paranoia.

Until the target or someone networked to them succeeds at a D2 Analysis


Absterge action to end the effect, the hacker can inflict Mental instead of
Quantronic damage against the target with Middleman, and the target’s
comms equipment is completely under the hacker’s control.

CLAW-3 Total Control

A more potent form of Overlord, this program is so powerful it sometimes


wrecks the target before it can be subverted — either way, opposition
forces are denied a useful piece of materiel.

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 Brain Blast

This software is a powerful weapon against enemy infowarriors, turning the


target’s nervous system against them to deadly effect. This program can only be
used against targets using Neural equipment. For two Momentum or as a Breach
Effect, t the program can deal its damage as Mental damage with the Piercing 1
and Vicious 1 qualities instead of Quantronic damage.

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

This software counteracts possession of devices or vehicles, removing external


controllers and suppressing any Experts, Geists, or other pseudo-AI. Once a
secret PanOceanian technique instrumental in purging the Templar heresy, its
now-widespread usage is a sore point with the military orders, who consider its
proper usage a sacred sacrament.

This software is a countermeasure against Overlord and Total Control. It requires


a Challenging D2 Hacking test to use, modified as normal for range, and can
only be used against a vehicle suffering from a possession-related Breach Effect.
For two Momentum, or if it would inflict a Breach, it instead ends the possession
Breach Effect – it cannot inflict normal Breaches, or Breach Effects.

SHIELD-1 U-Turn

This program is used to counteract guided weapons. Whenever a weapon with


the Guided quality is used to attack a target within Long range of the user, the
user can use a Reaction to increase the difficulty of the attack by one step.

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.

SHIELD-3 Zero Pain

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 Controlled Jump

This Supportware guides allies during airborne deployment -providing ground-


level telemetry to those in the air- and requires a Standard Action to use. Until
the start of the hacker’s next turn, any allied character suffers one less zone of
falling damage on landing, and if they attempt a Pilot test to move zones while
falling, the hacker can roll a d20 against their own Hacking skill to assist.

GADGET-1 Fairy Dust

This Supportware provides protection to allied networks, and takes a Standard


Action to use. Until the start of the hacker’s next turn, all allied characters within
Long range gain 2[CD] Interference Soak, plus one [CD] per Momentum spent.

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.

GADGET-2 Enhanced Reaction

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

UPGRADE Bendelladj Archive X

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.

A more thorough check of the profile (by another character, or by an AI system)


requires an Average D1 Analysis test, though the difficulty can increase
depending on the false imprint’s quality — success exposes the imprint as fake.
<Sidebar: False IDs>
Creating a false ID imprint from scratch can take considerable time and effort,
since the data must not only be internally consistent, it also needs to line up with
information held in dataspheres and networks elsewhere. If the ID imprint has
particular importance or secure access, it will require breaking into restricted
dataspheres and planting information. But the more effort it takes to create, the
harder it is to expose the ID as a fake.

Stealing an ID requires accessing a person’s network, which is easier than


creating something from scratch, but comes with its own complications.
Naturally, the original person still exists, which can cause issues if a system sees
someone try to enter a secure area twice. Most ID imprints are supported by
biometric data, so stolen IDs are harder to use than fabricated ones.

UPGRADE Fadeware

Veteran Submondo hackers know it’s not the getting in that’s


dangerous, it’s the getting out. By dedicating a significant portion of
onboard memory to tracking and preloading escape vectors, this
upgrade ensures wise Hackers see the next sunrise.

Incorporating Fadeware into a Hacking Device allows the Hacker to


make quantronic Withdraw and Terminate Connection actions as a
minor action, and gives Link actions or CLAW-2 Harpoon attacks
against them +1D.

UPGRADE Flashsocket [Program]

By biasing onboard pre-fractal Memory, ALEPH Flashsocket protocols permit


the user to deploy a particular program at incredible speed, at the cost of
reducing the resources available for other tasks. The Flashsocket can only be
used with programs the Device supports, and reduces the rating for one of the
Device’s other Program Categories by one – if a rating is at one, it can be
removed entirely instead. This can alter the Device’s IC rating.

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

A VoodooTech counter to less advanced remotes, this EI attack program rewrites


remote memory banks with indecipherable, seemingly random information.
Attacks made with it degrade defences, and for two Heat or as a Breach effect,
Chao immediately destroys the target Remote beyond repair.

UPGRADE Phoenixware

A widely exported Yu Jing innovation, Phoenixware dedicates a significant


portion of a Device’s processing power to tracking the user’s operational meta-
structure state, allowing for rapid program reintegration if a reset is required.
Rumours of inopportune crashes, data corruption, and Imperial Secret Service
rootkits might be sour grapes from competitors, but most Yu Jingese Submondo
stay well clear of it.

When in conflict with duly designated representatives of ALEPH or the


Emperor, Devices with Pheonixware installed are at +4 Complication Range. In
return, the program enhances the Reset action, allowing it to be made as a minor
action with only a D0 Hacking test, and reduces the difficulty penalty imposed
after a reset by one to +3, which can be additionally reduced with Momentum.

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!

This attack upgrade is a particularly nasty adaptation of common


CLAW programs like Basilisk and Carbonite, requiring extensive
alteration of Hacking Devices that implement it.

For one Momentum or as a Breach Effect, the program can immobilise a


target in power armour, a machine, or a vehicle, making them unable to
move until the start of the hacker’s next turn. To end the effect before
then, a D3 Tech Absterge action is required.
UPGRADE Sucker Punch

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.

UPGRADE White Noise

This program impedes modern technological methods of visual observation in an


area. The hacker chooses a zone and attempts a D1 Hacking test, modified as
normal by range. Until the start of the hacker’s next turn, characters using
Multispectral Visors cannot see into, out of, or through that zone.

INTRUSION COUNTERMEASURE PROGRAMS

<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

This rudimentary program monitors a data tunnel into and or out of a


quantronic zone for suspicious or unusual activity, and closes the tunnel
completely if it detects unauthorized traffic until reset with a valid passcode.

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

This tightly restricted program conceals exploit payloads in false system


administration files ordinary users would never access, inflicting Quantronic
damage when triggered.

IC-1 Mirrormaze

This zone-only program provides a suite of concealed backdoors, monitoring


tools, and obfuscating file structures when triggered, providing +2[CD] Security
Soak to anyone with proper authentication.

IC-1 Redtape (+immobilizing, non-lethal)

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

Designed to counteract Neural Hacking Devices by throttling input and adding


intermittent interface feedback spikes when triggered, this program prevents the
bonus Momentum provided by Neural devices, and deals 1[CD] of Physical
damage each round the user stays connected to the system. Any effects
generated inflict the Staggered condition for one round per effect.

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.

The following are common weapon attachments and modifications in the


Human Sphere.

For rules on adding weapon attachments, as well as modifying and customizing


weapons, see DIY Manufacturing and Modding, pg. XXX.

Bipods & Tripods

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.

A two-handed or unwieldy weapon fitted with a Bipod can be Braced as a minor


action instead of a Standard one, but requires a nearby surface -or the user to go
prone- to set the Bipod on. A weapon Braced in this way gains the Unforgiving 1
quality, or increases the rating of any Unforgiving X trait it already has by one.
The weapon loses this benefit when moved.

Unwieldy weapons fitted with a tripod can be Braced as a minor instead of a


standard action, and similarly require a surface to rest the Tripod on.

Disintegrating Briefcase

The ultimate in emergency security response, a disintegrating briefcase is built to


conceal a single unbalanced weapon or a pair of one handed weapons.

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.

Sights and Scopes

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

Mounted & Support Weapons


 AP Heavy Machine Gun - pg. XXX
 Feuerbach - pg. XXX
 Heavy Machine Gun - pg. XXX
 Hyper-Rapid Magnetic Cannon - pg. XXX
 Mk12 - pg. XXX
 Molotok - pg. XXX
 MULTI Heavy Machine Gun - pg. XXX
 Portable Autocannon - pg. XXX
 Spitfire - 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

Name Range Damage Burst Size Ammo Qualities Restrictio


n
Adhesive M 1+6[CD] 1 Unw GOO Munition
Launcher
Akrylat-Kanone L 2+5[CD] 1 2H GOO Munition, Unsubtle
AP HMG L 2+5[CD] 5 Unw T2 Spread 1, Unsubtle
Assault Pistol C 1+3[CD] 3 Unb Standard Close Quarters,
Salvo(Spread 2), Vicious
1
Blitzen L 2+5[CD] 1 2H EM/2 Munition, Unsubtle
Boarding Shotgun C 1+5[CD] 1 2H Ns, APs Multi[Med],
Knockdown
Chain Rifle C 1+6[CD] 1 2H N Spread 1, Torrent,
Vicious 1
Chain-Colt C 1+5[CD] 1 2H N Concealed 1, Torrent,
Vicious 1
Combi Rifle C, M 1+5[CD] 2 2H Standard Expert 1, Hackable,
Vicious 1
Contender M 1+4[CD] - Unb DA Anti-Materiel 1
D.E.P M 2+5[CD] 1 2H Needle Munition, Unsubtle
E/Marat C 1+4[CD] - 2H - Area(Close), E/M,
Vicious 1
Feuerbach M 2+4[CD] 2 Unb AP+DA Anti-materiel 2,
Unsubtle
Flammenspeer L 2+5[CD] 1 2H Fire Area(Med), Munition,
Unsubtle
Flash Pulse M 1+5[CD] 1 2H Flash
Heavy FT C 2+4[CD] 1 2H Fire Incendiary 3, Munition,
Terrifying 2, Torrent
Heavy GL L 2+4[CD] 1 Unw Heavy, Area(med), Speculative,
Grenades Munition
Heavy Pistol C 1+4[CD] 1 Unb Standard, Close Quarters,
DA, DT, Unforgiving 1, Vicious 1
K1, Shock
Heavy RL L 2+5[CD] 1 Unb Fire Area(Med), Munition
Heavy Shotgun C 2+4[CD] 2/1 Unw Ns, APs Multi[Med],
Knockdown
HMC L 2+6[CD] 5/1 M Standard, MULTI[Light], Spread 2,
Special Unsubtle
HMG L 2+5[CD] 5 Unw N Spread 1, Unsubtle
Jammer C 1+4[CD] 1 Unb - Electromagnetic,
Hackable
Light FT C 1+4[CD] 1 2H Fire Incendiary 3, Munition,
Terrifying 2, Torrent
Light GL M 2+4[CD] 1 Unb Heavy, Area(Close),
Grenades Speculative, Munition
Light RL M 2+4[CD] 1 Unb Fire Area(Close), Munition
Light Shotgun C 1+4[CD] 1 Unb Ns Knockdown
Pitcher M - 1 Unb Deployable Hackable, Munition,
Repeaters Nonlethal, Speculative
Marksman’s Rifle L 1+5[CD] 2 2H Standard Unforgiving 1
Mk12 M 2+5[CD] 3 Unw N Backlash 2,
Salvo(Knockdown)
ML L 2+5[CD] 1 Unw Heavy Munition
Molotok M 1+4[CD] 4 2H AP Spread 2, Unsubtle
MULTI Combi C,M 1+5[CD] 2/1 2H Standard, Expert 1, MULTI[Med]
Rifle Special Vicious 1
MULTI HMG L 2+5[CD] 5 Unw Standard, MULTI[Med], Spread 1,
Special Unsubtle
MULTI Pistol C 1+3[CD] 3/1 Unb Standard, CQ, MULTI[Light],
Special Spread 1/Vicious 1
MULTI Sniper L 1+6[CD] 2/1 Unw Standard, MULTI[Med],
Rifle Special, Unforgiving 2
Needle,
SaboT
Ojotnik M 2+4[CD] 1 Unw T2 Unforgiving 2
Panzerfaust L 2+5[CD] 1 2H Needle Munition, Unsubtle
Plasma Carbine C 1+5[CD] 2 Unb Plasma Close Quarters, EI only
Area(Close), Vicious 1
Plasma Rifle C 1+6[CD] 3 Unb Plasma Close Quarters, EI only
Area(Close), Vicious 1
Plasma Rifle L 1+7[CD] 2 Unw Plasma Area(Close), Vicious 1 EI only
Portable L 2+7[CD] 1 M Needle Unsubtle
Autocannon
Sepsitor C 1+3[CD] 1 1H - Torrent,Terrifying 3 EI only
Sepsitor Plus C 1+4[CD] 1 M - Torrent,Terrifying 4 EI only
Smart ML 2+5[CD] 1 Unw AP+DA Area(Med), Expert 2,
Guided, Hackable,
Munition
Smart MULTI L 1+6[CD] 2/1 Unw Standard, Anti-Materiel 2, Expert
Sniper Rifle Special, 1, Guided, Hackable,
Needle, Unforgiving 2
SaboT
Smart GL L 2+4[CD] 1 Unw Heavy,Gre Area(Med), Guided,
nades Hackable, Speculative,
Munition
Specialized Pistol C 1+3[CD] 1 1H 1 Special Close Quarters,
ammo type Vicious 1
Specialized Rifle M 1+5[CD] 2 2H 1 Special Vicious 1
ammo type
Specialized L 1+6[CD] 2 Unw 1 Special Unforgiving 2
Sniper Rifle ammo type
Spitfire M 1+5[CD] 3 2H N Spread 2, Unsubtle
Standard Pistol C 1+3[CD] 1 1H Standard Close Quarters, Vicious
1
Standard Rifle M 1+5[CD] 2 2H Standard Vicious 1
Standard Sniper L 1+6[CD] 2 Unw Standard Unforgiving 2
Rifle
Submachine Gun C 1+4[CD] 2 Unb AP, Shock MULTI[Med],
Spread 1
T2 Boarding C 1+5[CD] 1 2H N, T2s Multi[Med],
Shotgun Knockdown
Tactical Bow C 1+3[CD] 1 2H AP, N, DA, Subtle 2, Vicious 2
DT, Shock
Vulkan Shotgun C 1+5[CD] 1 2H Fs, APs Multi[Med], EI only
Knockdown

Pheroware Tactics

Name Range Qualities Restriction Cost


Endgame M* Biotech, Breaker, Burst(Close), Speculative
Fire, Toxic 1
Eraser M* BE*, Biotech, Breaker, Speculative Fire
Hellzone M* Biotech, Breaker, Immobilizing, Nonlethal,
Speculative Fire
Mirrorball M* Nonlethal, Reflective
Nimbus M* Nonlethal, Smoke 3, +3[CD] Cover soak
Sphere
* range from the effect source (i.e. Symbiobomb) to the target or targeted zone
Hacking Devices

Name Maximum Program Ratings Bonuses Restriction Cost


Assault CLAW-3, SWORD-0, SHIELD-0,
Hacking GADGET-0, IC-3
Device
Defensive CLAW-0, SWORD-0, SHIELD-3, +2 Security Soak
Hacking GADGET-1, IC-3
Device
EI Assault CLAW-3, Upgrade[Stop!]
Hacking
Device
EI Hacking CLAW-2, SWORD-2, SHIELD-2,
Device GADGET-3, IC-3
UPGRADE[Sucker Punch]
Hacking CLAW-1, SWORD-1, SHIELD-1,
Device GADGET-2, IC-2
Hacking CLAW-2, SWORD-1, SHIELD-2,
Device Plus GADGET-2, IC-2,
UPGRADES[Cybermask |Sucker
Punch |White Noise]
Tohaa Hacking CLAW-1, SWORD-1, SHIELD-3,
Device GADGET-2, IC-3, and all
Pheroware Tactics
Hacking Programs

Category Lvl Name Damage Qualities Restriction Cost


CLAW 1 Blackout 1+4[CD] BE*, Piercing 1
CLAW 1 Gotcha! 1+4[CD] BE*, Piercing 1
CLAW 1 Overlord 1+4[CD] BE*, Piercing 2
CLAW 1 Spotlight - Nonlethal, see entry
CLAW 2 Expel 1+5[CD] BE*, Piercing 1
CLAW 2 Harpoon 1+5[CD] Vicious 2, see entry
CLAW 2 Oblivion 1+5[CD] BE*, Piercing 1
CLAW 3 Basilisk 2+5[CD] BE*, Piercing 1, Vicious 3
1
CLAW 3 Middleman 2+5[CD] BE*, Vicious 2 4
CLAW 3 Total Control 2+5[CD] BE*, Vicious 3 3
SWORD 1 Brain Blast 1+4[CD] BE<Brain Blast>,
Biotech,
Vicious 1
SWORD 1 Fritz 1+4[CD] BE*, Biotech, Nonlethal
SWORD 1 Slasher 2+5[CD] BE*, Vicious 2
SWORD 1 Horrorshow 2X[CD] BE*, Nonlethal,
X Terrifying X
SHIELD 1 Exorcism 1+4[CD] +2 Security Soak, BE*,
Vicious 2
SHIELD 1 U-Turn - +2 Security Soak, See
entry
SHIELD 2 Breakwater - +4 Security Soak, See
entry
SHIELD 2 Worrywart - +4 Security Soak, See
entry
SHIELD 3 Counterstrike - +6 Security Soak, See
entry
SHIELD 3 Zero Pain - +6 Security Soak, See
entry
GADGET 1 Controlled - See entry
Jump
GADGET 1 Fairy Dust - See entry
GADGET 1 Lockpicker - See entry
GADGET 2 Assisted Fire - See entry
GADGET 2 Enhanced - See entry
Reaction
UPGRADE - Bendelladj - See entry
Archive
UPGRADE - Chao 2+4[CD] See entry EI only
UPGRADE - Cybermask - See entry
UPGRADE - Fadeware - See entry
UPGRADE - Flashsocket - See entry
UPGRADE - Pheonixware - See entry
UPGRADE - Solifugae - See entry
UPGRADE - Stop! 1+6[CD] BE*, Piercing 2 EI only
UPGRADE - Sucker Punch 1+6[CD] BE*, Vicious 2
UPGRADE - White Noise - See entry

IC Programs

Lvl Name Stealth Damage Qualities Restriction Cost


1 Mirrormaze 1 - +2[CD] Security Soak 1
1 Redtape 2 1+3[CD] Non-lethal, 2
Immobilizing
1 Screwtape 2 0+1[CD] See entry, Stun 2
1 Trakstar 2 - See entry 4
3 Tarbaby 2 - See entry 3
X Caltrops 0 X[CD] See entry, Stun X
X Crybaby X—1 - See entry X
X Deadfall X - See entry X
X Gaslight X 1+3[CD] See entry, Terrifying X X
X Hivemines 1 X+X[CD] Vicious X X+1

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