HEAVY WEAPONS

    1. [Elanus Risk Control Services]

      Rapid-fire grenade launcher favoured by the Blood Pack vorcha mercenaries for it’s simplicity and ruggedness. Capable of taking down multiple enemies with a single well-placed shot. Effective against armour, shields, and biotic barriers. Its reasonably high damage, coupled with high accuracy and rate of fire make it a great all-round heavy weapon.

      M-100 Grenade Launcher
      Base Damage
      (per shot)
      1D6 X 50
      Shots
      Basic / Upgrade
      8 / 16
      Accuracy+ 4
      Range75 m
      Blast9 ft / 3 m
      Weight[ ]
      R.o.F.SS
      Amunition Req.MK-100 Grenades
      Heavy Weapon Power Cell
    1. [Armax Arsenal]

      Rapid-fire missile launcher with seeking projectiles. Effective against armour, shields, and biotic barriers.

      Missile launchers are surfacing with increasing frequency among the Terminus Systems mercenary bands. Each projectile features a friend-or-foe recognition system, ensuring it will find a hostile target -- though not necessarily the one in the crosshairs. In urban situations, it is useful for taking out snipers and other entrenched enemies, so it is popular with the Blue Suns mercenary band. It is nearly impossible to duplicate, as it uses advanced Fabrication Rights Management (FRM) technology.

      The homing nature of the ML-77’s missiles also makes indirect fire possible; precise aiming or line-of-sight is not required to hit a target. This is especially useful for fighting large, heavily-armed enemies such as Gunships or YMIR Mechs which can deal considerable damage to an unprotected soldier and often move around.

      While each missile deals only moderate damage compared to other heavy weapons, the ML-77 can carry more than twenty micro missiles when fully upgraded and can fire them rapidly. The base model has a capacity of ten missiles. Micro Missile Ammo Required

      ML-77 Missile Launcher
      Base Damage
      (per shot)
      1D4 + 1 X 100
      Shots
      Basic / Upgrade
      10 / 20
      Accuracy+ 10
      Range1000 m
      Blast15 m
      Weight[ ]
      R.o.F.SS
      Amunition Req.Micro Missiles
      Heavy Weapon Power Cell
    1. [Various]

      Short-ranged, the Firestorm 'Flamethrower' suppresses the regenerative capabilities of vorcha and krogan. Effective against armour it bypasses most conventional shields and biotic barriers.

      The Firestorm is an excellent option for "crowd control", and is extremely effective against swarming creatures such as varren.

      Damage includes ignition of all local combustible material but not secondary explosions.

      M-451 Firestorm
      Base Damage
      (per shot)
      8D8 / Melee
      Burns for 3D6 Melees
      ShotsThickened: 10
      Unthickened: 20
      AccuracyThickened: +4
      Unthickened: +8
      RangeThickened: 100 yds
      Unthickened: 50 yds
      BlastSpray
      Weight[ ]
      R.o.F.Special
      Thickened Shot takes 3 actions
      Unthickened Shot takes 2 actions
      Amunition Req.Chemical Fuel Cell
    1. [Ceti Alpha Armaments]

      The primary support weapon for Ceti-Alpha Imperial troopers is the plasma flame unit. Designed for crowd control and suppression the backpack unit has a duration and supply second to none. Illegal in Citadel space the unit has none the less seen use by various mercenary groups who have managed to purchase one. As with the DL-11, the Pack-Flamer has advanced FRM technology built in, preventing replication.

      Short-ranged like the Firestorm it more reliably suppresses the regenerative capabilities of vorcha and krogan. Effective against armour it bypasses most conventional shields and biotic barriers.

      Like the Firestorm is an excellent option for "crowd control".

      Damage includes ignition of all local combustible material but not secondary explosions, direct flame damage cannot be doused save by special chemical extinguishers

      RA-21 Plasma Flame Unit
      Base Damage
      (per shot)
      6D8 x 2 / Melee
      Burns for 2D4 Melees
      ShotsThickened: 60
      Unthickened: 120
      AccuracyThickened: +6
      Unthickened: +10
      RangeThickened: 90 yds
      Unthickened: 40 yds
      BlastSpray
      WeightBackpack Fuel Cell
      Wearing this will prevent use of backpack jump jets.
      R.o.F.Special
      Thickened Shot takes 2 actions
      Unthickened Shot takes 1 actions
      Amunition Req.Plasma Fuel Cell
    1. RESTRICTED
      [Systems Alliance]

      The Blackstorm, colloquially called the “black hole gun” encases a few particles of matter within a high-powered mass-increasing field, elevating them to near-infinite mass. This creates a gravitational singularity that draws nearby enemies and objects inward for a short time. The rapidly-increasing gravity near the singularity’s event horizon rips objects apart. The mass effect field soon destabilizes and returns to normal mass, with explosive results.

      The M-490 shoots out an orb-like projectile that has its own gravitational pull, which will head to the location where the weapon was pointed while dragging any foes with it until it implodes, pressing matter out and sending foes flying, while enemies that happen to reach the event horizon when in its gravitational field will disappear inside it, resembling a black hole. Great for clearing out a corridor filled with foes if the blast is close enough. The singularity draw will last for thirty seconds (2 melee’s) and then detonate spectacularly.

      Same damage applied to Shields, Armour & Barriers simultaneously.

      M-490 Blackstorm
      Base Damage
      (per shot)
      2D6 X 100
      Shots
      Basic / Upgrade
      2 / 5
      Accuracy+ 10
      Range500 m
      Blast100 m Singularity Draw
      50m Blast
      Weight[ ]
      R.o.F.C-SS
      Amunition Req.Heavy Weapon Power Cell
    1. RESTRICTED
      [Systems Alliance]

      Before the introduction of the M-560 Hydra, missile launchers either focused on bringing down a single armoured target or simultaneously neutralizing multiple unarmoured opponents. With the Hydra, a soldier no longer needs to choose between the two.

      The Hydra releases a barrage of miniature missiles, each guided by an independent homing system that seeks out exposed enemies. On impact, three shaped charges per missile explode in sequence. The first overloads the target’s kinetic barriers before the second destroys its armour, clearing a path for the third warhead to detonate inside the target.

      The Hydra shoots eight missiles when it is fired. Each will target enemy IFF signatures within range, if there are less than eight, missiles will target largest foes for multiple strikes.

      M-560 Hydra
      Base Damage
      (per shot)
      3 Shots per target
      5D12 X 5
      Shots
      Basic / Upgrade
      16 / 64
      Accuracy+ 8
      Range1000 m
      Blast9 ft / 3 m
      Weight[ ]
      R.o.F.SS
      Amunition Req.Micro Missiles
      Heavy Weapon Power Cell