New Vehicle Weapons

Light Cannon little brother to the Rifled Tank Cannon, each shot costs 50 credits. 4d6, 1000/2000 Range, 3 Mag, 2 Hard Points, 1 Power, 4 Mass. 10,000 credits.

Light Artillery Gun is a smaller howitzer. Each shot costs 100 credits, and damages targets in a 30 meter area. 6d4, 10km/20km, 1 Mag, 2 Hard Points, 1 Power, 4 Mass. 8,000 credits

Inferno Gun a flame cannon for targeting specific enemies. Does not burst fire. 2d10 Fire, 200/400 Range, 10 Fuel Tank, 2 Hard Points, 2 Power, 4 Mass, 10,000 credits.

Pile Bunker a melee-range weapon, a high power pneumatic spike that punches through 5 points of armor. Takes a turn to reset unless the pilot has the Armsmaster foci. Works underwater without further modification. 2d8, Melee Range, -- Mag, 1 Hard Point, 3 Power, 2 Mass. 8,000 credits.

Harpoon Launcher fires harpoons attached to high tensile strength cables. Can fire Heartfisher Harpoons, or regular ones. Regular harpoons cost as much as an Advanced Large Weapon. Works underwater without further modification. Damage determined by Harpoon type, 1000/2000 Range, 1 Load, 1 Hard Point, 2 Power, 1 Mass. 5,000 credits.

Breaker Drills are large industrial mining tools that allow vehicles to break their way through many impediments, such as walls, ice, and rock. Can be used as a weapon, and penetrates 10 points of armor if used as such, but at a -4 penalty. 3d10, Melee Range, -- Mag, 2 Hard Points, 4 Power, 4 Mass. 15,000 credits.

Mech Blades are oversized weapons meant to be wielded by mechs, and take the form of massive swords, spears, and axes. There are 3 classes, one for each size category of mechs. These are similar to Improvised weapons, but because they are purpose built they're better and do 1d10 Heavy damage per class, and cost 1000 credits per class size. 2 Power, 2 Mass, 1 Hard Point.

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