Infantry Weapons

Presets aren't just sold by anyone, but by specific companies, which have their own specialties. Other presets may exist that are not written down.

***Silent Night Inc*** weapons tend to be quiet and lightweight, making them popular with paramilitary groups and bushwhackers. Their guns are named simply, after production line numbers. The current lineup hasn't changed for over four centuries.

MO-332 Pistol: 1d6+1 Damage, 20/80 Range, 10 Mag, 0 Encumbrance, 1-Hand Silenced, +1 to Sneak checks to conceal the weapon. **700 credits.**

DP-19 Shotgun: 3d4 Damage, 10/30 Range, 3 Integral Mag, 1 Encumbrance, 1-Hand. Riot rounds can be purchased instead of regular ammo for the same cost, these do non-lethal damage. The weapon is suppressed but still audible to targets within 50 meters, however they have a -4 penalty on Notice checks to determine direction of the shot. **500 credits.**

PM-258 Battle Rifle: 1d10+1 Damage, 120/280 Range, 20 Mag, 1 Encumbrance, 2-hand, Silenced. If linked to Array Lenses, gain nightvision from the sight out to 100 meters even in zero light conditions. **1600 credits.**

DG-117 Sniper Rifle: 2d8 Damage, 400/800 Range, 10 Mag, 1 Encumbrance, 2-Hand, Silenced. This weapon can be linked to Array Lenses to gain narrow nightvision out to 400 meters. **2800 credits.**

***McAcre & Sons Ltd**.* specializes in weapons that hit hard, as well as various specialist equipment for fighting giant monsters. Their weapon models are often named to reflect their potency or purpose.

Heartfisher Lance: 1d10+1, +1 AB vs Megafauna, Range 30/60, 3 Encumbrance, Shock 3/AC 15. On a roll of 18 or better against Megafauna, or if used for an Execution attack, a hit with this weapon doubles its damage, inflicts Shock damage Bleeding for 2d6 turns, and bypasses all forms of natural damage reducing armor. This weapon suffers no penalties if used underwater. It can also be used as ammunition in a Harpoon Launcher. **1200 credits.**

Hellsaw HMG: 3d6+2. Range 500/1000. 100 Box. Specialized .58 caliber ammo not interchangeable with other HMGs, requires specialized bracing harness or Suit Mech to be fired without being vehicle mounted or fixed on a tripod. or suffer -4 hit penalty Fires 20 bullets per burst, cannot single fire. Ignores 3 points of Armor. **6500 credits.**

Migraine Bassgun: 2d6, +1 AB, Stun or Lethal. Range 100/200. 20 Battery, Type A. Weapon's ranges triple while underwater. If set to deal Lethal damage, double battery usage. **1200 credits.**

Red Max AM Rifle: 2d8+2, Range 1000/2000, 6 box, can only fire once per turn. Custom 20mm bullets cost triple price, not interchangeable with other sniper rifles. Ignores 5 points of Armor. **3000 credits.**

***Intelligent Design Securities*** are the people who made the Condensuit, or more accurately the Machines who did- the company is staffed primarily by Robots and AIs. Their weapons systems often integrate advanced targeting assistance modules and other potent, if costly, technologies. All IDS weapons are fingerprint-locked and DNA encoded to their owners upon purchase, this programming can be redone with difficulty.

Type 8 Assault Pistol: 1d6+1\*, +1 AB, Range 30/100, 30 Mag, 1-Hand, 1 Enc. Attack Bonus only applies if the user has Array Lenses or a Ghost Talker Implant. When used to Burst Fire at multiple foes, they have a +2 penalty to their Reflex saves. Burst Firing uses 6 rounds and can target up to 3 enemies. **2800 credits.**

Type 14 Impact Rifle: 2d6+1\*, +1 AB, Range 200/600, 90 Drum, 2-Hand, 3 Enc. Attack Bonus only applies if the user has Array Lenses or a Ghost Talker Implant. Burst fire uses 10 rounds per burst. Fires custom caseless 4.6x13mm flechettes, sold by the box (5 drums worth) which cost 400 credits each. **3300 credits.**

Type 5 Breacher Gun: 3d4+1, +1 AB, Range 30/60, 10 Integral Mag, 2-Hand, 2 Enc. Attack bonus only applies if the user has Array Lenses or a Ghost Talker Implant. Deals max damage when used to force open doors. Requires Type A Battery and ammunition per load, treat as dealing both Physical and Fire damage. **3000 credits.**

Type 23 Heavy Revolver: 2d4, +1 AB, Range 50/150, 6 Integral Mag, 1-Hand, 1 Enc. Fires custom .58 caliber semi-guided munitions that cost 60 credits per box of 20. Munitions are explosive and treated as a Heavy weapon if used against vehicles, objects, or people. **3000 credits.**

***Grummer-Rathy Warfare Technologies, LLC*** specializes in esoteric, bombastic weapons that aren't usually carried by anyone who isn't military or part of a paramilitary or bandit organization. They are not highly respected due to the eccentric, energetic, and often hazardous behavior of the Hastings Executive Family.

Dragonswrath Chemsprayer: 2d6 Fire/Cold/Electric/Poison, 5 Tank, Range 30 Cone, 2-Hand, 2 Enc. Each tank of Dragonswrath fuel costs 100 credits, and can be either a napalm-derivative flammable, an argon-based cryofluid, a nickel-zinc fluid that gathers and transmits enormous static shocks, or a toxic hydrogen-cyanide-chlorine mix. The chemicals stick to their targets and a round must be spent doing nothing but trying to make Reflex saves to throw the hazardous materials off, or further 1d6 damage will be taken for 3d6 rounds. The poison gas only affects those lacking breathing protection, and will spread over a wider 30 meter area after 1d4 rounds, and will linger for 2d6 rounds unless vented or blown away. **800 credits.**

Shellbuster AT Launcher: 3d10+2, 1 Rocket, Range 2000/4000, 2-Hand, 2 Enc. Shellbuster rockets cost 200 credits each, suffer a -4 penalty if used against human-sized or smaller targets, but roll twice for damage when used against vehicles and megafauna (taking the better roll), and ignore 3 points of Armor. Shellbusters can be used underwater, but at a -2 penalty. **6000 credits.**

Sunfire Detpack: 3d10 (2d6), Range 10/20 (20 Blast, 40 Area), 2 Enc. Sunfires use a thermite-like reaction with a sharped charge multi-chamber cocktail of metal salts, powders, and oxides that not only obliterate armor but cause short-lived (1d8 rounds) flourine-metal fires in a 40 meter area directed toward their blast zone which can poison those unfortunate enough to be within 40 meters of the blast. Must be secured to a moving target. If secured or used against a stationary object, treat as performing an Execution attack against that object. Roll twice if used against people or unarmored targets, using the **worse** roll for damage, and for people caught in the 20 meter blast zone. All victims within 40 meters inward of the explosion that have no breathing protection suffer 2d6 damage for 1d8 rounds as they breathe in lethal fumes. Permanently destroys 1 Armor per pack (until repaired) on vehicles and megafauna. **1000 credits.**

Banshee Shock Cannon: 2d10, 20 Type B Battery, Range 200/400, 2-Hand, 3 Enc. High power directed sound weapon that ignores vehicle/megafauna Armor and works underwater (Range becomes 400 flat if used underwater). Must be braced like a Heavy Machinegun or take a -4 penalty to hit before firing. **2000 credits.**

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