Weapons

Weapon Stats are really easy to create as well. There are 5 stats for each Weapon representing the damage they do at each Range band (See Rule 5)

  • Target (T, #) - Damage done to target by Indirect Firing Weapons

  • Close (C, #)

  • Medium (M, #)

  • Long (L, #)

  • Max (#) - Longest Range the Weapon can Hit

The Stats are the least interesting part of each Weapon. The effects that you give weapons is what will make combat fun.

Individual Units are indinistinguishable; however, Weapons are what give your teams and Vehicles real character. You can assign these weapons to miniatures that you already have, or you can develop the weapons for miniatures that you already own if none of these work. Please share any weapons that you make for inclusion in the core Weapons list.

Please pay attention to the formatting of these tables if you are submitting a new Weapon. We suggest writing them without the block quotes and then adding them when you are complete. At least for our preferred VS Code Markdown Table plugin, our table tab-completion does not like the blockquotes. However, the blockquotes make these tables legible.

Infantry Weapons

Many Infantry Weapons can be attached to Vehicles as well.

Revolver

TCMLMax

0

1

1

1

3

Description

Officer's (See Rule 9) side arm

Combat Shotgun

TCMLMax

0

3

1

0

2

Description

Tried and True

Frag Grenade

TCMLMax

2

1

0

0

2 (Throw)

Description

Medium Range (See Rule 5) throw, automatically hits target

Instinct Check (See Rule 7) for Successful throw, Failed throw targets attacker's own Team

1 Wound Splash damage within Close Range

Pulse Rifle

TCMLMax

0

2

2

1

4

Description

Standard issue Weapon for Infantry

Can have mounted Frag Grenade launcher with Long Range (See Rule 5)

Laser Carbine

TCMLMax

0

1

2

1

Infinite

Description

Standard issue Weapon for Bots

Sniper Rifle

TCMLMax

0

1

3

3

5

Description

Cannot Move and Fire in the same turn See (Rule 11)

Can Fire from cover without I [-] (See Rule 13)

Someone else can Spot an enemy to give I [+] (See Rule 16 - Spotting)

Heavy Machine Gun

TCMLMax

0

3

3

1

3

Description

Requires Battle Dress (See Armor)

Cannot Move and Fire in the same turn See (Rule 11

1 Wound to all units within Close Range (See Rule 5) of the target

Flamethrower

TCMLMax

0

3

0

0

1

Description

Burning: 1 Wound to all Units within Close Range of the target (See Rule 5), excluding the attacker

Laser Cutter

TCMLMax

0

10

10

10

Infinite

Description

Requires Battle Dress (See Armor)

Cannot Move and Fire in the same turn See (Rule 11)

Does not require an Instinct Check

Shoots in a straight line (does not use LOS)

Penetrates through targets, all obstacles ignored, every Unit in its path must make an Armor Save

Takes 3 Turns to recharge

Rocket Launcher

TCMLMax

10

2

10

10

Infinite

Description

Cannot Move and Fire in the same turn See (Rule 11)

Another unit can Spot the target if there is not LOS (See Rule 16 - Spotting)

Can Spot a Target that is Under Cover (See Rule 13)

Automatically hits if target is Spotted

2 Wounds to all units in Close Range (See Rule 5) to target

On Failed Instinct Check (See Rule 7), still lands 2 Wounds on all target Units

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