Heavy Weapons refers to large, two-handed devices capable of outputting high levels of destruction, in exchange for a high cost. Heavy Weapons do not use heat capacity like most weaponry, instead they are fitted with Power Cells which are burned out after a single use and must be replaced. Power Cells can be difficult and expensive to obtain so it is recommended that Heavy Weapons are saved for when they will be most effective.
By default, replacing a Power Cell is a lengthy process and can only be done outside of combat.
To improve your effectiveness with Heavy Weapons, you can spend Talent Points on the 'Heavy Weapon Training' skill under 'Combat Talents'.
Description - The M-100 Grenade Launcher is a compact explosive fabricator. Instead of traditional methods of carrying high explosives, the M-100 uses specialised hardware to fabricate grenades nearly instantly. This method improves the safety of the operator and also prevents disaster in the event the launcher is lost, stolen, or damaged.
Damage - 1d20 Combat
Range - 8m
Cost - 5000
Bonus - Affects all spaces within 1m of target square. Any creatures within the range suffer the same damage roll.
If the attack roll fails, roll a 1d4 to determine how far your shot misses the target (1-4m). Then roll a 1d8 to determine in which direction (1 = North, 2 = North-East, and so on.)
For example, if your attack roll fails and you roll a 2, followed by a 5. It means the grenade impacts 2m south of your intended square.
Description - Aptly named, the Firestorm is designed to sweep high intensity flames over a large area for use in demolition ops.
Damage - 3d6 Combat
Range - 5x2m OR 1x5m
Cost - 10,000
Bonus - When firing, you may adjust the nozzle for a wide spray (5x2m) or a long spray (1x5m). Any creatures within these squares suffer the same damage roll. Additionally if any affected creatures have no Shields or Barriers, they suffer the Burning effect.
Description - From the same family as the M-100 grenade launcher, the ML-77 Missile Launcher rapid-fabricates its warheads when the trigger is pulled to prevent premature detonations.
Damage - 2d12 Combat
Range - 12m
Cost - 15,000
Bonus - Affects all spaces within 1m of target square. Any creatures within the range suffer the same damage roll.
If the attack roll fails, roll a 1d2 to determine whether the missile goes 1m to the left or right of the target square. Once this is determined, the missile continues travelling in a straight line until it either impacts with a creature/cover, or until it reaches a distance of 15m from the user, at which point it then explodes.
The ML-77 also features a lock-on system. If targeting a space containing a flying/lifted creature or flying vehicle, gain advantage on the attack roll.
Description - Using ionisation technology, the Arc Projector is able to accurately map out the positions of nearby enemies and create a stream of conductive air between them, allowing for massive electrical currents to 'leap' from target to target.
Damage - 4d6 Tech
Range - 8m
Cost - 20,000
Bonus - On a successful attack, the electrical beam arcs to any hostile creatures within 6m of the original target, who suffer the same damage roll.
Deals double damage to Shields and Mechs.
Description - Originally from a Geth mounted turret emplacement, this model has been dismantled and equipped with handles for infantry use. With the sheer amount of projectiles it generates, the Spitfire's poor accuracy becomes something of a bonus, allowing it to easily spray large sections of the battlefield for crowd control.
Damage - 6d4 Combat
Range - 6m
Cost - 25,000
Bonus - The Spitfire does not fire in a straight line like most weapons. Instead it targets all squares in a 6m cone, originating from the user. For each square away from the player the cone increases in size, however it also reduces one damage die.
All creatures within the same row suffer the same damage roll, creatures in separate rows make separate damage rolls. Any creatures who are within cover only suffer half damage.
Description - Incorrectly dubbed a "nuke launcher", the Cain is actually the result of combining traditional sized explosive shells with a mass effect field generator, capable of launching them at over 11,000mph. The result is a blinding explosion of biblical proportions.
Damage - 1d100
Range - 20m
Cost - 66,000
Bonus - No attack roll is needed to fire this weapon, it is an automatic success on the target square.
Affects all spaces within 2m of target square. Any creatures within the range suffer the same damage roll.
All affected squares become molten terrain for 10 turns, any creatures who move into this area on their turn suffer the Burning status.
Instead of attacking with this weapon immediately, you may spend your Main Action to charge up the weapon. If you then attack with this weapon on your next turn it deals 2d100 damage instead.