Weapons #
Melee #
Repulsor Gauntlet #
Cost: 150 Coin
2 damage, Melee, Cooldown
This mechanical, high-powered glove packs a serious punch. Upon a successful attack, the target is pushed back 1 zone. If they hit anything on the way, they suffer +1 damage. Two gloves may be used at once to double the range of the push and all damage.
Piston Punch #
Cost: 100 Coin
3 damage, Melee, Favourable 3, Intense, Cooldown
An upgrade to the Mechanical Arm. Packs a powerful punch that needs to recharge between attacks.
Nearby #
Bullwhip #
Cost: 50 Coin
2 damage, Nearby
On a successful attack, can spend 2 Momentum to disarm a target or pull them towards you.
Grappling Gun #
Cost: 150 Coin
1 damage, Nearby, Cooldown
One click is all it takes to get from here - to there. Get anywhere nearby with a minor action. You may also use this as a ranged attack: hit enemies are hooked and brought to you.
Combat Conduit #
Cost: 400 Coin
2 damage, Nearby, Intense
An odd weapon, somewhere between a spear and a rifle, with a coil wrapped around the pointy end. On a successful attack that deals X damage, lightning arcs to the nearest character in the same zone, dealing X-1 damage. It then arcs again from that character to the next-nearest, dealing X-2, and so on - each electric arc dealing 1 less than the last - until damage reaches 0 or no eligible targets remain in the zone. A character can be hit only once per attack.
Ranged #
Bolas Gun #
Cost: 200 Coin
2 damage, Range, Bind 1
This bulky handcannon uses two-part slugs that are chained together by a metal wire. When shot, they wrap around the target’s limbs and stop them in their tracks.
Gatling Gun #
Cost: 250 Coin
3 damage, Range, Intense, Unsafe 2
As a major action, a line of continuous fire may be sustained until the start of your next turn. It is drawn from you to a nearby point. Any character who passes that line suffers 3 damage. To continue using the gatling gun afterwards, a minor action is required to reload it.
Goo Gun #
Cost: 200 Coin
Range, Bind 1
The sticky, slimey projectiles shot by this contraption start to rapidly expand when exposed to the air. They form large foam blobs that harden quickly, and can trap adversaries in gooey encasements. Enemies that are hit with the Goo Gun automatically become Bound 1 (stacks with further hits or upon extra successes with the Bind 1 quality). The gun may also be used to create person-sized temporary structures with an Operate test at difficulty 1.
Area of Effect #
Neurotoxin Grenade #
Cost: 200 Coin
Consumable 1, Range, Zone
Applies to a nearby zone. Every character that remains in the zone at the end of a round suffers 1 Piercing damage due to suffocation. The damage is increased by 1 for every consecutive round without air.
Sticky Bomb #
Cost: 150 Coin
3 damage, Consumable 1, Melee, Range, Blast
This bomb is wrapped with a naughty adesive that sticks to anything and everything. It can be placed with a successful melee or ranged attack, and explodes at the end of the next round. It may be detonated remotely as a free action with an Operate test at difficulty 1 (extra successes from this test apply to the Blast quality).