EQUIPMENT

Armour, weapons, augments, and cores. Credits buy survival — spend wisely.

ARMOUR

HEAD ARMOUR 8 items

Scrap Helm

1,200 cr
DEF +1

Jury-Rigged Gas Mask

2,500 cr

Resistance to Radiation damage and airborne chemical effects. Downside: −1 to all Perception checks.

Combat Visor

8,000 cr
DEF +1

+1 to Perception checks. Targets in Cover do not gain their Defense bonus against your ranged attacks.

Trauma Dampener Helm

18,000 cr
DEF +1

Immune to Dazed. Stunned effects are halved in duration (rounded down). Downside: −1 to all Perception checks.

Psychic Dampener Helm

25,000 cr
DEF +1Willpower 1+

Resistance to Psychic Damage. Gain +2 to Psychic Defence checks.

Rift-Scarred Faceplate

40,000 cr
DEF +3Willpower 1+

Recovered from someone who walked out of a Rift alive. Downside: Each time you take Psychic Damage, gain 1 Corruption.

Sensory Overdrive Helm

60,000 cr
DEF +1Intelligence 2+

You 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
DEF +2Intelligence 2+

+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 cr
DR 1

Deadplate Armour

12,000 cr
DEF -1DR 3HeavyPhysique 0+

Dense, rigid plating welded from scavenged panels. Downside: −1 Defense — stiff, poorly fitted, and you move like a door in it.

Combat Hardsuit

15,000 cr
DEF +1DR 2Physique 0+

Nano-Weave Suit

20,000 cr
DR 1Intelligence 1+

Embedded 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 cr
DEF +1DR 1Willpower 1+

Resistance to Void Damage and Psychic Damage. Gain +1 to saves against Corruption.

Overloaded Shock Carapace

45,000 cr
DEF +1DR 1Physique 1+

Any 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 cr
DEF +2DR 4HeavyStrength 2+, Physique 1+

Immune to Shockwave effects. When a single attack would deal 10 or more damage, reduce it by an additional 2.

Martyrdom Vest

35,000 cr
DR 2

When 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 cr
DEF +1DR 2Physique 1+

Once 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 cr
DEF +1

Wrist-Mounted Buckler

10,000 cr
DEF +1

Once per round, when you take melee damage, reduce that instance of damage by 2.

Reflex Deflectors

18,000 cr
DEF +1Dexterity 1+

Once 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 cr
Strength 1+

Unarmed 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 cr
DEF +1Physique 1+

Resistance to Energy damage. Any creature that hits you with a melee attack takes 1 Energy damage.

Barbed Counterstrike Bracers

38,000 cr
Physique 1+

When 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 cr
DEF +1Foresight 1+

Once 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 cr
DEF +1DR 1Strength 1+

Each 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 cr
DEF +1

Stalker's Creep Boots

14,000 cr

Your movement makes no sound regardless of surface. Gain +2 to Stealth checks. Downside: −5ft movement speed.

Reckless Dash Frame

30,000 cr
DEF -1Dexterity 1+

Gain +20ft movement speed. Downside: Permanently −1 Defense while equipped.

Mag-Lock Boots

20,000 cr
DEF +1Physique 1+

Immune to Pushed and Knocked Prone effects from enemy abilities.

Hydraulic Leap Frame

32,000 cr
Dexterity 1+

Jump 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 cr
Physique 1+

For 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 cr
Dexterity 1+

Gain +10ft movement speed. You ignore Difficult Terrain.

Gravity Anchor Legs

80,000 cr
DEF +2HeavyStrength 2+, Physique 1+

Immune 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 cr

Resistance to Void Damage. +1 to Stealth checks. Enemies have Disadvantage detecting you at distances over 30ft.

Ammo Carrier Rig

18,000 cr
Physique 0+

Heavy 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 cr
DEF +1DR 1Physique 1+

As 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 cr
Dexterity 1+

Once 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 cr

When 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 cr
Physique 1+

Once 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 cr
Foresight 1+

Once 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 cr
Foresight 2+

Gain +1 to all Foresight attack flips. All VoidCall damage gains +1. Downside: Each VoidCall generates 1 additional Void Surge.

Void Anchor Rig

105,000 cr
Foresight 2+, Willpower 1+

Resistance 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 cr
HandEnergy Cost (1)10ft

A 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 cr
BodyReserve Energy (1)

Lightweight 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 cr
HandEnergy Cost (1)25ftHIT +02 / 3 / 4 Energy

A 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 cr
NeuralEnergy Cost (2)60ftHIT +22 / 3 / 4 Energy

A 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 cr
Body

A 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 cr
NeuralReserve Energy (1)

A neural-linked targeting system that enhances accuracy with Augments.

Increases Hit Chance with Augments by +2.

Concealed Plasma Blade

9,000 cr
ArmEnergy Cost (1)MeleeHIT +13 / 3 / 4 Energy

A hidden plasma-edged blade that deploys from the forearm for close-quarters combat.

High Damage — Target takes Burning(2).

Thermal Surge Module

9,000 cr
NeuralReserve Energy (1)

A 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 cr
NeuralReserve Energy (2)

A 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 cr
NeuralReserve Energy (1)

A 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 cr
ArmEnergy Cost (1)30ftHIT +12 / 3 / 5 Energy Crushing

A 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 cr
FeetReserve Energy (1)

A 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 cr
LegsEnergy Cost (3)10ft1 / 1 / 3 Physical Crushing

Leg-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 cr
ArmEnergy Cost (2)Melee (5ft Cone)HIT +12 / 3 / 4 Energy

A 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 cr
ShoulderEnergy Cost (3)45ftHIT +11 / 1 / 2 Explosive

A 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 cr
ChestReserve Energy (3)

A 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 cr
Body

Advanced reinforced plating beneath the skin that reduces incoming physical damage.

Gain Damage Reduction (2) against Physical attacks.

Micro-Missile Launcher

15,500 cr
ShoulderEnergy Cost (4)40ftHIT +01 / 2 / 2 Explosive

A shoulder-mounted launcher capable of firing miniature homing missiles.

High Damage — Targets take Burning(2) for 2 turns.

Magnetar Railgun

65,000 cr
ArmEnergy Cost (5)90ftHIT +26 / 7 / 11 Kinetic Piercing

A 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 cr
HandEnergy Cost (1), Overload Cost (2)MeleeHIT +34 / 5 / 8 Physical Slashing

A 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 cr
ArmReserve Energy (1)40ftHIT +1

A 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 cr
ShoulderEnergy Cost (6)60ftHIT +15 / 6 / 9 Energy

A 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 cr
ChestEnergy Cost (5)Self-Centered (10ft Radius)

Generates 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 cr
ShoulderEnergy Cost (6), Overload Cost (3)25ftHIT +16 / 7 / 10 Plasma

Fires 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 cr
HandsEnergy Cost (4), Overload Cost (2)MeleeHIT +35 / 6 / 8 Energy

Twin 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 cr
ArmEnergy Cost (5), Overload Cost (4)Melee +10ftHIT +26 / 7 / 9 Energy

A 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 cr
ArmEnergy Cost (5), Overload Cost (4)MeleeHIT +16 / 7 / 11 Energy Crushing

A 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 cr
ShoulderEnergy Cost (7), Overload Cost (6)150ft10 / 12 / 15 Explosive

A 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 cr
ShoulderEnergy Cost (6), Overload Cost (3)60ftHIT +15 / 6 / 8 Energy

A 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 cr
ShoulderEnergy Cost (6), Overload Cost (3)80ftHIT +15 / 6 / 10 Explosive

A 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 cr
ArmEnergy Cost (6), Overload Cost (3)MeleeHIT +16 / 7 / 10 Energy

A 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 cr
ArmEnergy Cost (7), Overload Cost (4)60ftHIT +28 / 9 / 14 Plasma Piercing

A 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 cr
BackEnergy Cost (7), Overload Cost (4)80ft8 / 9 / 13 Energy Crushing

A 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 cr
ChestEnergy Cost (7), Overload Cost (2)100ftHIT +17 / 8 / 12 Void Crushing

A 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 cr
ArmEnergy Cost (8), Overload Cost (4)120ft10 / 12 / 15 Energy

A 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 cr
BackEnergy Cost (8), Overload Cost (4)120ft9 / 11 / 14 Energy

A 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 cr
ShoulderEnergy Cost (9), Overload Cost (5)100ft9 / 10 / 14 Energy

A 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 cr
Reserve Energy (2)

A 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 cr
Reserve Energy (3)

Power 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 cr
Reserve Energy (4)

A 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 cr
Reserve Energy (2)

Enables 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 cr
Reserve Energy (2)

Ideal 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 cr
Reserve Energy (2)

Built 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 cr
Reserve Energy (3)

Push 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 cr
Reserve Energy (3)

Punishes 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 cr
Reserve Energy (3)

A 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 cr
Reserve Energy (2)

For 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 cr
Reserve Energy (3)

A 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 cr
Reserve Energy (3)

Miniature 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 cr
Reserve Energy (3)

Explosions. 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 cr
Reserve Energy (4)

High-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 cr
Reserve Energy (3)

Levitate 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 cr
Reserve Energy (4)

You 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 cr
Reserve Energy (3)

Teleportation 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 cr
Reserve Energy (3)

Pre-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 cr
Reserve Energy (4)

You 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 cr
Reserve Energy (4)

Turn 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 cr
Reserve Energy (5)

Pure 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 cr
Reserve Energy (3)

Tactical 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 cr
Reserve Energy (3)

Diversion 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 cr
Reserve Energy (5)

Break 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 cr
Reserve Energy (5)

Leave 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.

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