Personnel Weapons

Close quarters combat is the basis of all warfare. Though mobile suits dominate the battlefield, infantry and personnel combat are still a regular occurrence. The following is a list of weapons that can be equipped by characters on foot.

All-Range. Specialty ranged weapons with this property do not require line of sight to target for an attack. The target must not be hidden, invisible, or otherwise undetected by the attacker.

 

Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. When the Ammo (listed in the weapon chart) hits 0, you must take an action to reload. You need a free hand to load a one-handed weapon. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon dealing 1d4 + STR modifier.

 

Anti-Large. Weapons with this property are especially effective against warships and defensive structures. Roll an additional 1d6 damage of the same type against units at least one size category larger than you.

 

Area [X]. Weapons with the Area property deal X damage of the same type to all targets within 1 [10] meters of the target.

 

Burst Fire. A weapon that has the Burst Fire property can make a normal single-target attack, or it can spray a 2 [20] meter cube area within normal range with shots. Each target in the area must succeed on a DC 15 Dexterity saving throw or take the weapon’s normal damage. This action uses ten pieces of ammunition.

 

Claw. Clawed weapons replace traditional manipulators, and cannot be equipped with any other weapons unless they are mounted or possess the Hands-Free property. 

 

Cone. Weapons with the Cone property target all units in a 2 [20] meters cone within range. 

 

Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

 

Forceful. When weapons with this property are used by Large or larger units targeting a smaller enemy, increase the damage dealt by 1 die for each Size Category larger the attacking unit is that its target.

 

Hands-Free. Weapons with this property can be fired without taking a standard action to change your equipped weapon.

 

Heavy. Targets that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small or Tiny target to use effectively.

 

Knockback [X]. Weapons with this property have a chance to knock down their target and force the Prone condition. X represents the DC of the Saving Throw required to avoid the secondary effect.

 

Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

 

Newtype. Weapons with the Newtype property are usable by Newtype and Cyber-Newtype Classes only.

 

Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in meters, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range.

 

Reach. This weapon adds 1 [10] meters to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.

 

Recharge. Beam weapons that are not equipped with E-PAC technology cannot be reloaded in combat. All spent ammunition is recharged during a long rest. In combat, once per round you may roll 1d6 if you do not attack with the weapon on your turn, on a result of 6, the weapon recharges one spent round up to its maximum. 

 

Shield. Weapons with the Shield property cannot be equipped with another Standard Shield. 

 

Smoke. Smoke charge weapons disperse an obscuring cloud in a 2 [20] meter radius around the point they are deployed. For 1d4 rounds, targets in the smoke cloud have Disadvantage on Ranged Attacks and Ranged Attacks targeting them are made at Disadvantage as well.

 

Stun [X]. Weapons with this property are capable of stunning organic targets and inflicting the Malfunction condition on mobile weapons. X represents the DC of the Saving Throw required to avoid the secondary effect.

 

Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

 

Two-Handed. This weapon requires two hands when you attack with it.

 

Upgrade. This weapon occupies 1 Upgrade Slot on the mobile weapon it is equipped to.


Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property–the damage when the weapon is used with two hands to make a melee attack.

Attacks, Talents, and various environmental hazards deal damage in different ways represented by Damage Types. Different types of damage affect targets in different ways, from dealing double damage to some targets to dealing half or even no damage to others. 

 

Acid. Corrosive materials and chemical burns from specific compounds.

 

Bludgeoning. Blunt force attacks such as clubs, bats, or fists.

 

Cold. Nitrogenated weapons and extreme temperatures chill and brittle their targets.

 

Explosive. A combination of heat and blunt force created by detonations of grenades, missiles, and rockets.

 

Heat. Flamethrowers, fire, and extreme temperatures can burn and melt targets.

 

Ballistic. Piercing heat and force dealt by slugthrower weapons.

 

Electric. Caused by lightning or electrically charged weapons.

 

Piercing. Puncturing and impaling attacks from both standard and beam weapons.

 

Poison. Toxic gas or infectious diseases.

 

Psychic. Newtype mental abilities.

 

Energy. Plasma burning caused by supercharged Minovsky particles.

 

Slashing. Swords, axes, and cutting beam weapons deal slashing damage.


Force. A concussive burst or pulse from a sonic boom or other phenomena.

Name Type Properties Weight Cost Rarity