EQUIPMENT
Armour, weapons, augments, and cores. Credits buy survival — spend wisely.
ARMOUR
HEAD ARMOUR 8 items ▸
Scrap Helm
1,200 crJury-Rigged Gas Mask
2,500 crResistance to Radiation damage and airborne chemical effects. Downside: −1 to all Perception checks.
Combat Visor
8,000 cr+1 to Perception checks. Targets in Cover do not gain their Defense bonus against your ranged attacks.
Trauma Dampener Helm
18,000 crImmune to Dazed. Stunned effects are halved in duration (rounded down). Downside: −1 to all Perception checks.
Psychic Dampener Helm
25,000 crResistance to Psychic Damage. Gain +2 to Psychic Defence checks.
Rift-Scarred Faceplate
40,000 crRecovered from someone who walked out of a Rift alive. Downside: Each time you take Psychic Damage, gain 1 Corruption.
Sensory Overdrive Helm
60,000 crYou cannot be Surprised. Gain +2 to Initiative. Downside: Take 1 Psychic Damage at the start of each of your turns in combat.
Neural Command Helm
80,000 cr+1 to Initiative. You can see through walls up to 5ft thick. Once per round, when targeted by an attack, may use a Quick Action to impose Disadvantage on that attack.
BODY ARMOUR 9 items ▸
Salvaged Padding
1,500 crDeadplate Armour
12,000 crDense, rigid plating welded from scavenged panels. Downside: −1 Defense — stiff, poorly fitted, and you move like a door in it.
Combat Hardsuit
15,000 crNano-Weave Suit
20,000 crEmbedded nanites perform constant low-level repairs. Regenerate 1 HP at the start of each of your turns while not in active combat.
Void-Resistant Weave
30,000 crResistance to Void Damage and Psychic Damage. Gain +1 to saves against Corruption.
Overloaded Shock Carapace
45,000 crAny creature that hits you with a melee attack takes 2 Energy damage. Downside: If you take High Damage from a melee hit, you are Stunned until end of your next turn.
Titan-Grade Bulwark
55,000 crImmune to Shockwave effects. When a single attack would deal 10 or more damage, reduce it by an additional 2.
Martyrdom Vest
35,000 crWhen reduced to 0 HP, the vest detonates — all within 10ft take (Physique Mod + 3) Crushing damage. Vest destroyed on activation. Downside: Allies within 10ft take half that damage.
Reactive Dispersal Vest
95,000 crOnce per encounter, when you would take 8+ damage from a single hit, you may negate it entirely. If you do, gain +2 to your next attack.
ARMS ARMOUR 8 items ▸
Ballistic Vambraces
3,000 crWrist-Mounted Buckler
10,000 crOnce per round, when you take melee damage, reduce that instance of damage by 2.
Reflex Deflectors
18,000 crOnce per round, when an enemy misses you with a melee attack, gain +1 Hit Chance on your next attack this turn.
Overcharged Punch Plates
28,000 crUnarmed attacks deal 2/3/4 Energy Crushing and apply Staggered on Moderate or High hits. Downside: −1 Hit Chance on all weapon attacks.
Shock Dispersal Gauntlets
32,000 crResistance to Energy damage. Any creature that hits you with a melee attack takes 1 Energy damage.
Barbed Counterstrike Bracers
38,000 crWhen hit by any melee attack, automatically deal 2 Physical Slashing to the attacker. Downside: You also take 1 Physical damage each time.
Void-Thread Wraps
55,000 crOnce per round, you may reroll your Defensive Flip and take the higher result. Downside: Each use costs 1 Void Energy.
Kinetic Absorption Bracers
65,000 crEach time you take damage, gain 1 Charge (max 3). Spend all Charges as a Quick Action to add them as bonus damage to your next attack. Resets at end of combat.
LEG ARMOUR 8 items ▸
Reinforced Greaves
2,000 crStalker's Creep Boots
14,000 crYour movement makes no sound regardless of surface. Gain +2 to Stealth checks. Downside: −5ft movement speed.
Reckless Dash Frame
30,000 crGain +20ft movement speed. Downside: Permanently −1 Defense while equipped.
Mag-Lock Boots
20,000 crImmune to Pushed and Knocked Prone effects from enemy abilities.
Hydraulic Leap Frame
32,000 crJump distance tripled. Jump vertically up to 15ft as part of normal movement. If you drop from height onto an enemy, add half the fall distance (max +5) as bonus damage to your first attack that turn.
Momentum Chassis
40,000 crFor each 10ft moved before making a melee attack, gain +1 damage (max +3). Downside: If you don't move on your turn, suffer −1 Defense until start of your next turn.
Exo-Sprint Frame
35,000 crGain +10ft movement speed. You ignore Difficult Terrain.
Gravity Anchor Legs
80,000 crImmune to all forced movement including enemy teleportation. Once per rest as an Action, slam both feet into the ground — all within 10ft must pass Resilience (tn12 + Physique Mod) or fall Prone.
BACK ARMOUR 9 items ▸
Void-Weave Cloak
12,000 crResistance to Void Damage. +1 to Stealth checks. Enemies have Disadvantage detecting you at distances over 30ft.
Ammo Carrier Rig
18,000 crHeavy and Explosive weapons can fire one additional time before reload. Reloading counts as a Quick Action instead of an Action.
Ballistic Shield Pack
22,000 crAs an Action, deploy a portable barrier providing Cover for one ally within 5ft until start of your next turn. Barrier has 8 HP.
Emergency Thruster Pack
28,000 crOnce per rest as a free action, launch up to 30ft in any direction including vertically. If you land adjacent to an enemy, your next attack gains +2 Hit Chance.
Dead Man's Switch Pack
30,000 crWhen reduced to 0 HP, the pack detonates — all within 15ft take (Physique Mod × 2) Crushing damage. Pack destroyed. Downside: Allies within 15ft take the same damage.
Gravity Well Generator
70,000 crOnce per rest, release a gravitational pulse — all within 20ft must pass Strength (tn12 + Physique Mod) or be pulled 10ft toward you. Downside: Cannot move the turn you activate it.
Phase Displacement Mantle
75,000 crOnce per encounter, when you take 5+ damage from a single hit, the hit resolves normally but you immediately Teleport 10ft. If you reappear behind the attacker, gain +2 to your next attack against them.
Resonance Amplifier
85,000 crGain +1 to all Foresight attack flips. All VoidCall damage gains +1. Downside: Each VoidCall generates 1 additional Void Surge.
Void Anchor Rig
105,000 crResistance to Corruption from Void abilities. Once per long rest, when you would gain Corruption, gain none instead. Afterwards, gain +1 to all Foresight checks until next long rest.
MELEE WEAPONS
MELEE WEAPONS 29 items ▸
| NAME | HIT | DAMAGE | TYPE | RANGE | KEYWORDS | REQ | PRICE | EFFECT |
|---|---|---|---|---|---|---|---|---|
| Carbon Steel Shiv | +0 | 2 / 2 / 5 | Physical Slashing | Melee | — | None | 500 | — |
| Repurposed Vibro-Knife | +0 | 1 / 3 / 5 | Physical Slashing | Melee | — | None | 1,000 | — |
| Industrial Cutter Blade | +0 | 3 / 4 / 6 | Physical Slashing | Melee | Two-Handed | None | 1,500 | — |
| Scrap Maul | +0 | 1 / 2 / 6 | Physical Crushing | Melee | — | Strength 0+ | 1,500 | — |
| Junkyard Saber | +0 | 2 / 4 / 4 | Physical Piercing | Melee | — | Dexterity 0+ | 1,750 | — |
| Rebar Lance | +0 | 3 / 5 / 5 | Physical Piercing | Melee +5ft | Two-Handed | Dexterity 1+ | 2,000 | — |
| Kinetic Baton | +0 | 2 / 2 / 3 | Energy / Crushing | Melee | — | None | 2,250 | On Moderate Damage — Target is Disarmed. |
| Grinder Axe | +0 | 2 / 3 / 4 | Physical Slashing | Melee | — | Strength 0+ | 2,250 | On High Damage — Bleeding(1) for 2 turns. |
| Shock Prod | +0 | 1 / 1 / 2 | Energy / Piercing | Melee | — | None | 2,500 | On Hit — Target must pass Resilience Test (tn10) or fall Prone. |
| Plasteel War Club | +0 | 3 / 4 / 6 | Physical Crushing | Melee | Two-Handed, Heavy | Strength 0+ | 2,500 | On High Damage — Target falls Prone. |
| Monomolecular Dagger | +2 | 4 / 5 / 7 | Physical Slashing | Melee | — | Dexterity 1+ | 12,000 | — |
| Titanium-Edged Blade | +2 | 3 / 4 / 6 | Physical Slashing | Melee | — | None | 15,000 | — |
| Graviton Maul | +1 | 5 / 5 / 10 | Physical Crushing | Melee | Two-Handed | Strength 1+ | 20,000 | On High Damage — Target falls Prone. |
| Neuro-Edge Saber | +2 | 4 / 6 / 7 | Physical Piercing | Melee | — | Dexterity 2+ | 20,000 | On Moderate Damage — Bleeding(2) for 1 turn. |
| Kinetic Flux Hammer | +0 | 3 / 4 / 6 | Energy / Crushing | Melee | — | Strength 2+ | 22,000 | For each attack that failed against you this turn, this weapon gains +1 Damage (max +4). |
| Heavy Graviton Maul | -1 | 6 / 6 / 11 | Physical Crushing | Melee | Two-Handed, Heavy | Strength 2+ | 25,000 | On Moderate — Deal half damage to all hostiles within 5ft. On High — Target falls Prone. |
| Plasma Greatblade | +0 | 5 / 6 / 9 | Energy / Slashing | Melee | Two-Handed, Heavy | Strength 2+, Dexterity 1+ | 25,000 | On Moderate Damage — Target is Disarmed. |
| Photon Lance | +3 | 5 / 6 / 8 | Energy / Piercing | Melee +5ft | Two-Handed | Dexterity 3+ | 25,000 | On Hit — Target's movement speed is reduced by 10ft. |
| Mass Driver Maul | +1 | 5 / 6 / 7 | Physical Crushing | Melee | Two-Handed, Heavy | Intelligence 1+, Strength 2+ | 25,000 | On Moderate Damage — Target is Pushed 10ft away. |
| Psionic Wave Dagger | +3 | 4 / 5 / 7 | Energy / Slashing | Melee | — | Dexterity 2+ | 55,000 | On Hit — If you have Foresight 2 or higher, this weapon gains +1 damage. |
| Monomolecular Rapier | +2 | 5 / 6 / 8 | Physical Slashing | Melee | — | Dexterity 2+ | 65,000 | On High Damage — Ignore the target's armour for this attack. |
| Neural Synchronization Whip | +0 | 4 / 5 / 6 | Physical Slashing | Melee +10ft | — | Intelligence 1+, Dexterity 3+ | 75,000 | On Hit — Can be used to Disarm an enemy instead of dealing damage. |
| Titanium-Crested Warspear | +2 | 5 / 6 / 9 | Physical Piercing | Melee +5ft | Two-Handed | Strength 2+, Dexterity 2+ | 80,000 | On High Damage — Target takes +2 damage on their next hit from plasma burn. |
| Graviton Crusher | -1 | 7 / 7 / 12 | Physical Crushing | Melee | Two-Handed, Heavy | Foresight 1+, Strength 3+ | 95,000 | On Moderate Damage — All hostiles within 5ft must pass Strength Test (tn12) or be Knocked Prone. |
| Hypercarbon Executioner's Axe | +2 | 6 / 7 / 11 | Physical Slashing | Melee | Two-Handed, Heavy | Strength 2+ | 100,000 | On a Kill — Immediately make a free attack against another nearby target (once per turn). |
| Void Edge Katana | +3 | 6 / 7 / 9 | Void / Slashing | Melee | — | Foresight 2+, Dexterity 3+ | 120,000 | On Hit — A rift opens at the target's location, preventing movement for 1 turn. On a Kill — The rift expands, pulling loose objects and making the area hazardous for 3 turns. |
| Flux Phase Blade | +4 | 5 / 6 / 8 | Void / Slashing | Melee | — | Foresight 1+, Dexterity 1+ | 150,000 | On Hit — Target is Weakened until end of its next turn. |
| Antimatter Scythe | +3 | 7 / 8 / 10 | Antimatter / Slashing | Melee | Two-Handed | Foresight 1+, Strength 1+, Dexterity 3+ | 180,000 | On Hit — Target must pass Willpower Test (tn12) or take 2 Corruption from antimatter exposure. |
| Dark Matter Maul | -3 | 8 / 9 / 14 | Void / Crushing | Melee | Two-Handed, Heavy | Strength 4+ | 200,000 | On Moderate Damage — Targets within 15ft must pass Resilience Test (tn12) or be pulled 5ft toward you. |
RANGED WEAPONS
RANGED WEAPONS 23 items ▸
| NAME | HIT | DAMAGE | TYPE | SHOTS | RANGE | KEYWORDS | REQ | PRICE | EFFECT |
|---|---|---|---|---|---|---|---|---|---|
| Salvaged Pistol | +0 | 1 / 2 / 4 | Physical Piercing | 8 | 30ft | — | None | 800 | — |
| Pump Scatter | -1 | 2 / 4 / 5 | Physical Piercing | 2 | 20ft | Two-Handed | Physique 0+ | 2,000 | On Hit — Multi-Target(2): both targets must be within a 10ft cone. |
| Standard-Issue Rifle | +1 | 2 / 3 / 5 | Physical Piercing | 10 | 80ft | Two-Handed | Dexterity 0+ | 2,500 | — |
| Bolt Carbine | +0 | 1 / 2 / 4 | Physical Piercing | 25 | 50ft | Two-Handed, Automatic | None | 3,000 | On Hit — Multi-Target(2) at −2 Hit Chance against adjacent targets (costs 2 shots). |
| Burst Pistol | +0 | 1 / 2 / 3 | Physical Piercing | 18 | 25ft | Automatic | None | 4,500 | On Hit — May fire a follow-up burst at the same target: one additional attack at −1 Hit Chance (costs 1 extra shot, once per attack action). |
| Thermal Pistol | +1 | 2 / 3 / 5 | Energy | 8 | 30ft | — | None | 10,000 | On Hit — Burning(1) for 1 turn. If target is already Burning, gain +1 damage. |
| Needle Rifle | +2 | 2 / 3 / 4 | Physical Piercing | 12 | 70ft | Two-Handed | Dexterity 1+ | 16,000 | On Hit — Target is Weakened until end of their next turn. |
| Flechette Repeater | +1 | 2 / 3 / 4 | Physical Slashing | 25 | 50ft | Two-Handed, Automatic | Dexterity 1+ | 12,000 | On Hit — Bleeding(1). Against targets already Bleeding, gain +1 Hit Chance. |
| Gauss Rifle | +1 | 3 / 4 / 7 | Physical Piercing | 5 | 80ft | Two-Handed, Heavy | Strength 1+, Dexterity 1+ | 18,000 | Piercing — Ignores up to 2 points of Damage Reduction. |
| Concussion Launcher | -1 | 2 / 3 / 5 | Physical Crushing | 2 | 50ft | Two-Handed, Heavy, Explosive | Strength 1+ | 20,000 | On Hit — All within 5ft of target must pass Resilience (tn11 + Strength Mod) or fall Prone and become Distracted. |
| Sniper Rifle | +3 | 4 / 5 / 8 | Physical Piercing | 3 | 120ft | Two-Handed | Dexterity 1+ | 22,000 | On Hit — Ignore Cover defense bonuses. On High Damage — target takes +2 damage if they are Prone. |
| Arc Rifle | +1 | 2 / 3 / 5 | Energy Piercing | 8 | 60ft | Two-Handed | Intelligence 1+ | 24,000 | On Hit — Shot arcs to one additional creature within 5ft: they take Low damage automatically. |
| Scatter Cannon | -1 | 3 / 5 / 7 | Physical Piercing | 10 | 20ft | Two-Handed, Heavy, Automatic | Strength 1+ | 30,000 | On Hit — Multi-Target(3): all targets must be within a 15ft cone. On High Damage against any target — that target is Staggered. |
| Rotary Cannon | +0 | 2 / 3 / 5 | Physical Piercing | 60 | 60ft | Two-Handed, Heavy, Automatic | Strength 2+, Physique 1+ | 35,000 | Spin-Up: first attack each turn is made at −2 Hit Chance as barrels reach speed. All subsequent attacks that turn are at normal Hit Chance. |
| Heavy Plasma Repeater | +0 | 2 / 3 / 5 | Energy | 20 | 50ft | Two-Handed, Heavy, Automatic | Strength 1+, Physique 1+ | 40,000 | On Hit — Burning(1). On consecutive hits against the same target: Burning stacks by 1 per hit (max Burning 3). |
| Chain Gun | +1 | 2 / 4 / 6 | Physical Piercing | 40 | 70ft | Two-Handed, Heavy, Automatic | Strength 2+ | 45,000 | On consecutive attacks against the same target, target suffers −1 Defense per hit (max −3). Resets if you switch targets. |
| Void Siphon Rifle | +2 | 3 / 4 / 6 | Void Piercing | 4 | 100ft | Two-Handed | Foresight 1+ | 55,000 | On Hit — Drain 2 Void Energy from the target (you recover 1). If target has no Void Energy, deal +2 bonus damage instead. |
| Siege Autocannon | -1 | 3 / 4 / 6 | Physical Crushing | 15 | 50ft | Two-Handed, Heavy, Automatic, Explosive | Strength 2+, Intelligence 1+ | 55,000 | On Hit — All within 5ft take Low damage from blast radius. Targets directly hit must pass Resilience (tn10) or be Staggered. |
| Recursion Pistol | +3 | 3 / 4 / 6 | Void Slashing | 6 | 30ft | — | Intelligence 1+, Foresight 1+ | 75,000 | On Miss — Shot curves back: make Dexterity Save (tn10) or take Low Damage yourself. Alternatively, redirect missed shot at second target within 15ft as a Quick Action. |
| Phase Rifle | +2 | 4 / 5 / 7 | Energy Piercing | 6 | 80ft | Two-Handed | Intelligence 2+, Dexterity 2+ | 80,000 | Shots pass through Cover and solid walls up to 3ft thick. Targets behind cover receive no defense bonus. |
| Gravity Inverter | -1 | 3 / 5 / 8 | Physical Crushing | 3 | 40ft | Two-Handed, Heavy | Strength 1+, Intelligence 1+ | 90,000 | On Hit — Target is launched 20ft upward and suspended until start of their next turn. They then fall, taking falling damage and landing Prone. |
| Memetic Discharger | +1 | 2 / 3 / 5 | Psychic | 5 | 60ft | Two-Handed | Intelligence 2+ | 120,000 | On Moderate — Target must pass Mental Defence (tn12 + Int Mod) or be Distracted. On High — Must use next action to attack the nearest creature. |
| Entropy Cannon | -2 | 5 / 6 / 10 | Void | 1 | 50ft | Two-Handed, Heavy | Foresight 2+, Strength 1+ | 160,000 | On Moderate — All within 10ft take Foresight Mod Void damage. On High — Target must pass Willpower (tn13 + Foresight Mod) or gain 1 Corruption. |
AUGMENTS
Restricted to the Augmented subclass.
AUGMENTS 37 items ▸
Magnetized Repulsor Glove
6,000 crA magnetic manipulation device allowing for repulsion or attraction of objects and enemies.
Activate to Push a target or object up to 10ft in any direction. If target is wearing metal armour or carrying a metal weapon, they must pass Strength (tn12) or be Disarmed.
Kinetic Bracers
8,000 crLightweight kinetic actuators allow for force-assisted melee strikes, adding a tactical edge to close combat.
Gain +1 to Melee Hit Chance. If you successfully Hit with a Melee Attack, you may Push the target 5ft in a direction of your choice.
Thermal Palm Projector
8,000 crA compact palm-mounted thermal emitter designed to ignite enemies at close range.
On Hit — Target suffers Burning(1) for 1 turn. If target is already Burning: gain +1 Damage.
Retinal Laser Array
8,500 crA small, high-intensity laser hidden within the user's optical implants.
On Hit — Target suffers Disadvantage on their next attack. Moderate Damage+ — They gain Dazed.
Kinetic Feedback Loop
8,500 crA momentum-enhancing system that recycles kinetic energy from impacts back into your power reserves.
Each time you have successfully Pushed an enemy, gain 1 Energy (max once per turn). If an enemy is Pushed into an object or creature, they take +1 extra Physical Crushing damage.
Targeting Assistance
9,000 crA neural-linked targeting system that enhances accuracy with Augments.
Increases Hit Chance with Augments by +2.
Concealed Plasma Blade
9,000 crA hidden plasma-edged blade that deploys from the forearm for close-quarters combat.
High Damage — Target takes Burning(2).
Thermal Surge Module
9,000 crA heat-capacitor enhancement, boosting the burning potential of plasma-based weapons.
+1 Damage to all attacks using Plasma or Energy Damage. Effects that cause Burning have +1 effect.
Overclocked Reflexes
10,000 crA neural implant that sharpens reflexes, granting a lightning-fast counterattack when an enemy misses.
If an enemy attack Misses, make a free Melee attack against that enemy if they are in Melee Range.
Electromagnetic Resonator
10,000 crA resonance amplifier that magnifies the effects of stunning or shock-based Augments.
On Hit with an Augment — If the target is already Stunned or Weakened, they take +2 extra damage.
Wrist-Mounted Shock Blaster
10,500 crA compact shockwave emitter housed in the user's wrist, releasing bursts of compressed energy.
Moderate Damage+ — Target is Pushed 5ft away.
Mag-Lock Boots
11,000 crA low-power magnetized stabilizer system, useful for maintaining balance and temporary surface-walking.
Gain Resistance to being Pushed or Knocked Prone. As a Quick Action, spend 1 Energy to attach to terrain and move on walls or ceilings.
Shockwave Emitters
11,500 crLeg-mounted shockwave generators that knock enemies back, dealing extra damage if they slam into obstacles.
Creates a shockwave pushing all enemies within 10ft back 5ft if they fail Physique (tn15). If they hit an object, they take physical crushing damage.
Pulse Wave Gauntlet
12,000 crA low-power concussive blast emitter useful for knocking back enemies and creating space.
Releases a 5ft Cone energy pulse. Moderate Damage — Targets Pushed 5ft away. High Damage — Targets Knocked Prone.
Swarm Missiles
12,500 crA shoulder-mounted micro-missile launcher that improves tracking against the same target.
For each time you have targeted the same unit, add +1 to Hit Chance.
Magnetic Repulsor
13,500 crA chest-mounted defensive field that deflects projectiles and allows you to redirect missed shots.
Gain +1 Defense against Ranged attacks. If a projectile attack misses, you may Retarget it at a target within 15ft.
Titanium Subdermal Plating
15,000 crAdvanced reinforced plating beneath the skin that reduces incoming physical damage.
Gain Damage Reduction (2) against Physical attacks.
Micro-Missile Launcher
15,500 crA shoulder-mounted launcher capable of firing miniature homing missiles.
High Damage — Targets take Burning(2) for 2 turns.
Magnetar Railgun
65,000 crA hypervelocity mass accelerator capable of punching through multiple layers of armor.
Moderate Damage+ — Target is Pushed 10ft and suffers −2 Defense until next turn. High Damage — If target is within 30ft, they are Knocked Prone.
Hyperkinetic Blade
65,000 crA cutting-edge weapon that vibrates at extreme frequencies, slicing through armour with ease.
Overload Cost (2) — +2 Damage and gains Armour-Piercing.
Quantum Anchor
70,000 crA cutting-edge force tether that prevents enemies from escaping key engagements.
Attaches a Gravitational Tether to a target within 40ft. If target moves more than 15ft in a turn, they must pass Strength (tn14) or be Pushed toward the target.
Arc Flash Cannon
75,000 crA high-voltage energy cannon that fires superheated plasma arcs, frying multiple enemies.
Chains to up to 3 additional targets within 10ft, each suffering half damage. If used twice in a row, the next attack has +1 Hit Chance.
Grav-Wave Projector
80,000 crGenerates an unstable gravitational field, dragging enemies toward the core while disrupting their ability to fight.
Creates a localized gravity distortion (10ft radius) for 3 turns. Enemies inside have movement halved and −2 Hit Chance. If enemy starts turn inside, must pass Brute Force (tn12) or be Pushed 5ft toward centre.
Plasma Arc Detonator
110,000 crFires a superheated plasma charge that detonates on impact, chaining across multiple foes.
On Hit — Target gains Burning(3). If the target dies, they explode in a Plasma burst dealing half damage in 10ft radius. Overload Cost: double damage to first target and Arc chains to another target within 10ft.
Thunder Fang Blades
110,000 crTwin daggers generating high-frequency electrical bursts, allowing evasion and counterattack in a storm of electrified strikes.
On Hit — Gain +1 Defense until start of your next turn. Moderate Damage+ — Sparks deal 2 damage to an enemy within 5ft. Overload Cost — Applies Weakened to target for 1 turn.
Stormcaller's Lance
140,000 crA high-frequency energy spear that channels raw lightning, chaining between enemies.
On Hit — Arc lightning Chains to 1 additional enemy within 10ft at half damage. High Damage — Target suffers Disadvantage and Overloaded. Overload Cost — Arc Chains to all enemies within 15ft at full damage.
Storm Herald Greathammer
140,000 crA colossal warhammer crackling with thunderous energy, scattering foes with every impact.
Moderate Damage+ — Push all adjacent enemies 5ft. High Damage — Target must pass Resilience (tn14) or be Stunned for 1 turn. Overload Cost — Creates lightning nova (10ft radius) dealing half damage.
Apocalypse Siege Cannon
150,000 crA colossal shoulder-mounted siege weapon capable of clearing battlefields with a single shot.
Low Damage+ — All enemies within 10ft of target take half damage. High Damage — 20ft shockwave pushes all creatures 10ft. Overload Cost — Double damage in 30ft radius.
Thunderstorm Coil
155,000 crA high-voltage Tesla array discharging rapid-fire arcs that paralyze enemies.
Moderate Damage+ — Target is Stunned for 1 turn if they fail an Endurance (tn13) test. High Damage — Chains to additional target within 15ft at half damage. Overload Cost — Electric field (10ft radius) for 2 turns.
Apocalypse Hellstorm Array
160,000 crA shoulder-mounted missile swarm capable of leveling battlefields with napalm-like destruction.
Moderate Damage — Targets suffer Burning(2). High Damage — All targets within 10ft suffer Burning(2). Overload Cost — Moderate and High damage triggers activate one step lower.
Aetherstorm Gauntlet
170,000 crA devastating fusion of arcane energy and high-frequency discharge technology generating chain strikes.
On Hit — Aether energy Chains to up to 2 additional enemies within 10ft at half damage. High Damage — Targets must pass Resilience (tn14) or suffer Disadvantage. Overload Cost — Arc Chains to all enemies within 10ft at full damage.
Omega Titan-Class Beam Lance
190,000 crA hypercharged plasma weapon focusing raw energy into a single concentrated lance.
On Hit — Beam melts armour, reducing target's Defense by 2 for 2 turns. Moderate Damage+ — Gains Piercing. Overload Cost — Gains Multi-Target(3), each attack must target a different enemy.
Zeus-Class Arc Mortar
190,000 crA massive arc-powered mortar launcher firing compressed plasma bursts.
On Hit — Shockwave pulses outward 10ft, knocking Prone if they fail Resilience (tn14). High Damage — 20ft static field for 2 turns causing Disadvantage on Hit flips. Overload Cost — Fires two arcing pulses, gains Multi-Target(2).
Event Horizon Singularity Cannon
200,000 crA forbidden-tech gravitational cannon that warps reality itself.
On Hit — Creates a 5ft gravity well for 2 turns; enemies must pass Brute Force (tn13) each turn or be Pushed toward centre. High Damage — Singularity collapses dealing +4 Void damage in range. Overload Cost — Expands to 10ft and applies −2 Defense.
Stormbreaker Arc Cannon
200,000 crA battlefield-dominating Tesla cannon that alters the battlefield with a deadly electric storm.
On Hit — Creates electrical storm (15ft radius, 2 turns); creatures must pass Resilience (tn14) or be Staggered. High Damage — Storm doubles to 30ft radius. Overload Cost — Enemies inside suffer Burning(3).
Judgment Arc Pylon
210,000 crA deployable energy pylon unleashing immense electrical storms upon activation.
On Hit — Creates 15ft lightning field for 2 turns; enemies inside suffer −2 Defense. High Damage — Target suffers Burning(3). Overload Cost — Chain lightning jumps to 3 targets within 10ft at half damage.
Hyperion Thunderstrike Array
250,000 crA cutting-edge orbital-linked artillery system calling down multiple lightning strikes.
Moderate Damage+ — If at least 2 targets hit, they are Weakened. Overload Cost — One massive thunderbolt hits all enemies in 30ft radius at High Damage.
AUGMENT CORES
Restricted to the Augmented subclass. Each core reserves energy passively.
AUGMENT CORES 25 items ▸
Overcharge Disruptor Core
25,500 crA power surge regulator designed to maximize Overload effects while reducing strain on power systems.
Gain +2 Damage on attacks using Overload Cost. If you use Overload Cost twice in one turn, gain +2 Energy (max once per turn).
Storm Nexus Core
50,000 crPower at the cost of stability.
Arc attacks Chain to +1 target. If you hit 3+ enemies in one Action, your next Arc attack deals +2 Damage. Drawback: Each time you hit 3+ targets, pass Resilience (tn13) or be Weakened.
Omega Arc Induction Core
60,000 crA Tesla field that turns you into a walking lightning storm.
Arc weapons Chain to 2 additional targets within 15ft at half damage. On High Damage with Arc weapons, targets must pass Resilience (tn14) or be Stunned. Enemies in metal armour take +2 Energy Damage.
Omnipath Communication Core
75,000 crEnables seamless communication with any sentient being.
Mentally communicate with any visible creature (ignores language). Once per long rest: Create a 6-hour telepathic link (unlimited distance).
Echo Resonance Core
75,000 crIdeal for infiltration and psychological manipulation.
Mimic voices heard in the last 24 hours. Once per long rest: Record and play 10 minutes of audio. Enemies hearing their own voice suffer −2 to all Skill checks.
Architect's Vision Core
80,000 crBuilt for tactical engineers and saboteurs.
Instantly analyse structures and mechanics within 100ft. Gain +2 to Repair, Demolitions, and Perception. Once per long rest: Declare a domino collapse on a hit structure, dealing 3/4/6 Crushing damage and Restraining targets.
Void Singularity Core
80,000 crPush beyond your energy limits — at a cost to your enemies.
Overload Cost costs 1 less Energy. Overload Cost damages all enemies within 15ft for 2 Void Damage. Once per long rest: Regain 5 Energy as an Action.
Feedback Cascade Core
85,000 crPunishes aggression, but falters under pressure.
Enemies that miss you take 2 Energy Damage. If you avoid 3 attacks in a turn, gain +2 Damage on your next attack. Drawback: If hit twice in a turn, you have Disadvantage on your next Defense Flip.
Harmonic Synchronization Core
85,000 crA support core for team synergy and energy efficiency.
Transfer 2 Energy to an ally as a Quick Action. Once per turn: Reduce an ally's Energy Cost by 3.
Camouflage Adaptation Core
85,000 crFor silent takedowns and high-risk infiltration.
Gain +2 to Stealth. Once per turn: Turn Invisible for 10 seconds as a Quick Action (ends if you attack or take damage).
Omega-Class Assault Core
85,000 crA combat-dedicated AI augmentation, perfect for suppressing groups.
Multi-Target Augments affect +2 additional targets. If you hit 3+ targets, gain +1 Damage on future attacks that round. Once per encounter: Repeat an Augment attack for free.
Synthesizer Core
90,000 crMiniature fabricator in your chest.
Synthesize materials (1 cubic foot per hour). Once per long rest: Create a complex object (key, tool, etc.) from stored matter.
Annihilation Cascade Core
90,000 crExplosions. More explosions.
Explosive Augments gain +1 Damage and cause Bleeding(1) for 2 turns. On Kill: The target explodes (10ft radius, half damage). If you kill 2+ enemies with one Attack, your next attack deals +2 Damage.
Overclocked Convergence Core
95,000 crHigh-output core for Overload-focused builds — if you can handle the burn.
+2 Energy at start of your turn. Overload Cost costs 1 less Energy. Drawback: Overloading more than twice per turn deals 3 Energy Damage to you next turn.
Aetherial Drift Core
95,000 crLevitate and weave through danger like a ghost.
Fly up to 10ft off the ground. +10ft Movement. Double your Movement as a Quick Action.
Entropy Singularity Core
100,000 crYou are the black hole.
Void attacks deal +2 Void Damage to all enemies within 10ft. On Overload: Push all enemies within 15ft 5ft toward you. Drawback: If no enemies are within 10ft at turn start, take 2 Void Damage.
Phase Shift Core
105,000 crTeleportation as a reflex.
When targeted in melee: Teleport 5ft as a Quick Action. Drawback: Teleport causes you to take 1 Energy Damage.
Adaptive Warform Core
110,000 crPre-adapt to suit the fight.
At start of combat, choose one: +2 Hit Chance, +2 Defense, or +1 Damage Reduction. Locked in until combat ends.
Voidwalker Core
110,000 crYou become intangible, traversing space like a ghost.
Walk on walls and ceilings. Quick Action: Phase through solid objects up to 5ft thick (must emerge same turn).
Polarity Shift Core
110,000 crTurn gravity into your plaything.
Magnetize or demagnetize metal objects on touch. Once per long rest: Create a zero-G field (20ft radius, 2 turns) that negates Fall Damage and allows Flight.
Fusion Overdrive Core
120,000 crPure firepower — at your own risk.
Overload Cost effects are doubled. All Overload Cost attacks gain +1 Damage. Drawback: Every Overload causes Burning(2), ignoring resistance.
Quantum Imprint Core
120,000 crTactical prep made real.
Record a 5ft object into memory. Once per long rest: Instantly recreate the recorded object in adjacent space.
Exo-Replication Core
140,000 crDiversion and deception, digitized.
Once per long rest: Create an autonomous duplicate of yourself for up to 1 minute that mimics your movements but cannot deal damage. Once per long rest: Create a stationary holographic projection for up to 1 hour.
Chrono Surge Core
150,000 crBreak cause-and-effect.
Once per long rest: Rewind time 1 turn (restore position, HP, Energy). Always acts first in Initiative unless matched by another time-based ability.
Horizon Gate Core
160,000 crLeave or strike without warning.
Once per long rest: Open a teleportation gate for you and up to 2 others (up to 200ft). You can peek through before committing to stepping through.