Newpark Games
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Ordnance

Ordnance is large, bulky, and extremely powerful. These are weapons of the largest and most deadly caliber, designed to take out vehicles, megafauna, and large swaths of enemy combatants. Their size and limited use makes them a poor choice for regular combat engagement, but when a big threat arises and standard firepower just won't do, ordnance is perfect for getting the job done.
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Apogee

Scarce Ordnance worth 800 Materia
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Weighs 3 Blocks
Deals Elemental damage
Wielded in two hands
Combat +
DpB
Range
+2
5
50/500 m

Features

Cooldown: After firing 1 shot, this weapon requires a Minor Action to cool down before firing again.
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Heavy: Requires a Body of 3 or higher to equip.
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Atomizer

Scarce Ordnance worth 800 Materia
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Weighs 3 Blocks
Deals Elemental damage
Wielded in two hands
Combat +
DpB
Range
+2
4
20/200 m

Features

Burst Fire: When you make an attack with this weapon, you can spend up to 3 extra AP; each AP you spend in this manner increases your total damage by 1d6.
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​​Heavy: Requires a Body of 3 or higher to equip.
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Cap Launcher

Scarce Ordnance worth 700 Materia
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Weighs 4 Blocks
Deals Physical damage
Wielded in two hands
Combat +
DpB
Range
+2
2
50/500 m

Features

Burst Fire: When you make an attack with this weapon, you can spend up to 4 extra AP; each AP you spend in this manner increases your total damage by 1d10.

Cooldown: After firing 1 shot, this weapon requires a Minor Action to cool down before firing again.

Explosive: Creatures adjacent to the target of this weapon must Save or take half the damage the primary target did.
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Heavy: Requires a Body of 3 or higher to equip.

Mods

Sights
Holoflex Scope (250 Materia)
Combat +1

Laser Sights (500 Materia)
Combat +2

Targeting Computer (750 Materia)
Combat +3
Capacitor
Axiomatic Charger (150 Materia)
DpB +1

Gamma Booster (300 Materia)
DpB +2

Particle Accelerator (450 Materia)
DpB +3
Coolant
Cryonic Coils (300 Materia)
You may fire 2 shots before this weapon needs a Minor Action to cool down.

Entropic Cooler (500 Materia)
You may fire 3 shots before this weapon needs a Minor Action to cool down.
Refractor
Arclight Refractor (600 Materia)
Change the weapon's damage type to Mystic. DpB increased by 2.

Thorium Refractor (250 Materia)
Change the weapon's damage type to Chaos. DpB increased by 1.

Mods

Sights
Holoflex Scope (250 Materia)
Combat +1

Laser Sights (500 Materia)
Combat +2

Targeting Computer (750 Materia)
Combat +3
Capacitor
Axiomatic Charger (150 Materia)
DpB +1

Gamma Booster (300 Materia)
DpB +2

Particle Accelerator (450 Materia)
DpB +3
Emitter
Gamma Emitter (250 Materia)
Extra damage from Burst Fire increases to d8s instead of d6s.


Tuned Emitter (450 Materia)
You can spend up to 5 AP with Burst Fire.
Refractor
Arclight Refractor (600 Materia)
Change the weapon's damage type to Mystic. DpB increased by 2.

Thorium Refractor (250 Materia)
Change the weapon's damage type to Chaos. DpB increased by 1.

Mods

Sights
Holoflex Scope (250 Materia)
Combat +1

Laser Sights (500 Materia)
Combat +2

Targeting Computer (750 Materia)
Combat +3
Receiver
Advanced Receiver (150 Materia)
DpB +1

Improved Receiver (300 Materia)
DpB +2

Superior Receiver (450 Materia)
DpB +3
Barrel
Rotating Barrel (300 Materia)
You may fire 2 shots before this weapon needs a Minor Action to cool down.

Triple-Head Barrel (500 Materia)
You may fire 3 shots before this weapon needs a Minor Action to cool down.
Frame
Expanded Box (400 Materia)
You can spend up to 6 extra AP with Burst Fire.

Light Frame (300 Materia)
Removes the Heavy Feature.

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Gauss Rifle

Scarce Ordnance worth 800 Materia
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Weighs 3 Blocks
Deals Elemental damage
Wielded in two hands
Combat +
DpB
Range
+3
3
50/500 m

Features

Cooldown: After firing 1 shot, this weapon requires a Minor Action to cool down before firing again.
​
​
Heavy: Requires a Body of 3 or higher to equip.
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GID-A

Uncommon Ordnance worth 400 Materia
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Weighs 1 Block
Deals Physical damage
Wielded in two hands
Combat +
DpB
Range
+2
X
50/500 m

Features

Collapsible: This weapon can be disassembled over the course of 1 minute into a portable tube that weighs 0 Blocks. Reassembling the weapon takes another 1 minute.

Grenade Launcher: This is a one-shot grenade launcher that can fire any grenade in your possession up to 50 meters with a +2 Combat bonus. A Minor Action is required to load each grenade.
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Incinerator

Rare Ordnance worth 1,000 Materia
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Weighs 5 Blocks
Deals Elemental damage
Wielded in two hands
Combat +
DpB
Range
+2
3
10/100 m

Features

Explosive: Creatures adjacent to the target of this weapon must Save or take half the damage the primary target did.

​
Hazardous: If hit, the primary target takes 1d8 Ongoing Damage ​at the start of their turn each round (Save ends).

​
Heavy: Requires a Body of 3 or higher to equip.

Mods

Sights
Holoflex Scope (250 Materia)
Combat +1

Laser Sights (500 Materia)
Combat +2

Targeting Computer (750 Materia)
Combat +3
Capacitor
Axiomatic Charger (150 Materia)
DpB +1

Gamma Booster (300 Materia)
DpB +2

Particle Accelerator (450 Materia)
DpB +3
Barrel
Long Barrel (100 Materia)
Range +10/100 meters.

Sniper Barrel (150 Materia)
Gain the Long Range Feature (this weapon works best at long range and has Disadvantage for any attack made at 20 meters or closer).

Accessories
Bipod (100 Materia)
Combat +2 when firing this weapon while prone.

Collapsible Stock (200 Materia)
Reduce the weapon's weight by 1 Block.

GID-C (500 Materia)
A one-shot grenade launcher attaches to the barrel of this rifle, allowing you to launch any grenade in your possession up to 30 meters with a +1 Combat bonus. A Minor Action is required to load a grenade.

Tac Light (100 Materia)
A small but powerful light attached to the barrel that provides a beam of bright light up to 20 meters in front of the weapon.

Mods

Sights
Holoflex Scope (250 Materia)
Combat +1

Laser Sights (500 Materia)
Combat +2

Targeting Computer (750 Materia)
Combat +3
Barrel
Dual Barrel (150 Materia)
You may load 2 grenades with a single Minor Action.

Triple-Head Barrel (300 Materia)
You may load 3 grenades with a single Minor Action.

Mods

Sights
Holoflex Scope (250 Materia)
Combat +1

Laser Sights (500 Materia)
Combat +2

Targeting Computer (750 Materia)
Combat +3
Fuel Cell
Nox-Ferra Slick (350 Materia)
The weapon's damage type changes to Chaos. DpB +1.

Nebulon Gas (450 Materia)
The weapon's damage type changes to Mystic. DpB +2.
Nozzle
Jet Stream (100 Materia)
Range +10/100 meters.

Mister (300 Materia)
Gain the Spread Feature (attacks with this weapon made from within 10 meters of the target have Advantage and deal an additional 1 DpB).
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Minigun

Rare Ordnance worth 1,000 Materia
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Weighs 4 Blocks
Deals Physical damage
Wielded in two hands
Combat +
DpB
Range
+3
5
20/200 m

Features

Burst Fire: When you make an attack with this weapon, you can spend up to 5 extra AP; each AP you spend in this manner increases your total damage by 1d8.
​

​​Heavy: Requires a Body of 3 or higher to equip.
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Plasma Cannon

Rare Ordnance worth 1000 Materia
Picture
Weighs 3 Blocks
Deals Elemental damage
Wielded in two hands
Combat +
DpB
Range
+2
4
40/400 m

Features

​​Explosive: Creatures adjacent to the target of this weapon must Save or take half the damage the primary target did.

​Heavy: Requires a Body of 3 or higher to equip.
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Rocket Launcher

Rare Ordnance worth 900 Materia
Picture
Weighs 4 Blocks
Deals Physical damage
Wielded in two hands
Combat +
DpB
Range
+2
5
30/300 m

Features

​​Cooldown: After firing 1 shot, this weapon requires a Minor Action to cool down before firing again.

Explosive: Creatures adjacent to the target of this weapon must Save or take half the damage the primary target did.

​
Heavy: Requires a Body of 3 or higher to equip.

Mods

Sights
Holoflex Scope (250 Materia)
Combat +1

Laser Sights (500 Materia)
Combat +2

Targeting Computer (750 Materia)
Combat +3
Receiver
Advanced Receiver (150 Materia)
DpB +1

Improved Receiver (300 Materia)
DpB +2

Superior Receiver (450 Materia)
DpB +3
Chamber
Blast Chamber (250 Materia)
Extra damage from Burst Fire increases to d8s instead of d6s.


Tempered Chamber (450 Materia)
You can spend up to 5 AP with Burst Fire.
Accessories
Stationary Mount (300 Materia)
You can mount this weapon in an unoccupied space; any creature in an adjacent space can fire the weapon with a bonus 2 AP each round exclusively for use with Burst Fire.

Mods

Sights
Holoflex Scope (250 Materia)
Combat +1

Laser Sights (500 Materia)
Combat +2

Targeting Computer (750 Materia)
Combat +3
Capacitor
Axiomatic Charger (150 Materia)
DpB +1

Gamma Booster (300 Materia)
DpB +2

Particle Accelerator (450 Materia)
DpB +3
Coolant
Cryonic Coils (300 Materia)
You may fire 2 shots before this weapon needs a Minor Action to cool down.

Entropic Cooler (500 Materia)
You may fire 3 shots before this weapon needs a Minor Action to cool down.
Refractor
Arclight Refractor (600 Materia)
Change the weapon's damage type to Mystic. DpB increased by 2.

Thorium Refractor (250 Materia)
Change the weapon's damage type to Chaos. DpB increased by 1.

Mods

Sights
Holoflex Scope (250 Materia)
Combat +1

Laser Sights (500 Materia)
Combat +2

Targeting Computer (750 Materia)
Combat +3
Receiver
Advanced Receiver (150 Materia)
DpB +1

Improved Receiver (300 Materia)
DpB +2

Superior Receiver (450 Materia)
DpB +3
Barrel
Rotating Barrel (300 Materia)
You may fire 2 shots before this weapon needs a Minor Action to cool down.

Triple-Head Barrel (500 Materia)
You may fire 3 shots before this weapon needs a Minor Action to cool down.
Frame
Heavy Frame (300 Materia)
Combat +1, DpB +1, Weight +1 Block

Light Frame (300 Materia)
Removes the Heavy Feature.
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  • Main
  • Sphere
    • How to Play >
      • Game Flow
      • Actions
      • Task Resolution
      • Your Character Sheet
      • Combat
      • Movement
      • Health and Status
      • Destiny
      • Running the Game
    • Setting
    • Worlds >
      • Arcadia >
        • Mara
      • Helios
      • Thera
    • Character >
      • Race
      • Arcanum
      • The Mystery >
        • Rotes
        • Abjuration
        • Animancy
        • Artifice
        • Augury
        • Confluence
        • Conjuration
        • Ecologism
        • Glamour
        • Thaumaturgy
        • Transmutation
      • Features
      • Background
      • Assets
      • BASIC and Stats
      • Character Growth >
        • Keys
    • Wonders Great and Small >
      • Armaments
      • Supplies
      • Services
      • Wonders
      • Real Estate
    • Adventure >
      • The Journey
      • Encounters
      • NPCs
      • Monsters
      • Other Dangers >
        • Disease
      • Rewards
  • Madness
  • Dungeon Storm
  • R3L1C