Legendary Weapons

These weapons are highly customized pieces of equipment that will probably never be forged again. Chances are, no Player Character will even see these for more than a moment, and careful thought should be put toward whether they will be used in combat by any NPCs except the ones meant to wield them. Player characters should not be given these weapons under most circumstances, as most would be utterly gamebreaking in a player's hands. The notable exception to this rule is characters who are nearing Level 20. Player characters who are nearing or at Level 20 should be given the opportunity to commission their own Legendary Weapon. Mistress knows they've earned it.

 

Legendary Melee Weapons

'Angel Reaper': These were created for the Dark Angels, the replacement to the Scout program. The cutting edge is sheathed in superheated plasma when activated, shearing apart any surface easily. When deactivated, a firing stud for a subsonic energy projector in the snathe is exposed. It takes a full turn to swap modes. +10 Damage (Melee), +5 Damage (Ranged), -3 Armor toughness (Melee), Spread (Melee), Autofire (Ranged), Armor Penetration (Ranged), No Quick Draw, No Suppressive Fire

'Chaos Staff': The weapon of the Scouts, the Chaos Staff is designed for close combat in any environment. The double-bladed swordstaff is deadly up close when sheathed in plasma and can hold it's own at range with a subsonic energy projector. A full turn is required to swap modes. +8 Damage (Melee), +3 Damage (Ranged), -3 Armor toughness (Melee), Two Melee Weapons (requires Dual-Wield to use), Autofire (Ranged), Armor Penetration (Ranged), No Quick Draw, No Suppressive Fire

CK-UDNT 'Shadow Jaws': More of a rapier than a combat knife, this ultra-dense nanotube blade carried by CSA Nadia Dawson is heavy, damn near unbreakable and carries a serrated-tooth edge that will never need to be sharpened again. The tip is sharpened to a molecule-fine point and as a result, can penetrate most forms of human-made body armor. This blade is widely known as the deadliest in the world… Until another Spy develops a revolutionary new design that eclipses it. +7 Damage, additional +4 Damage against Helpless targets, Armor Penetration, +1 Critical Threat range, Easily Concealed

The Razors: The customized Wakizashi short swords wielded by Demagogue Ravager Razor. Forged by smiths using the same techniques that supplied the elite Samurai warriors with the finest blades known to mankind, to this very day. These weapons are some of the deadliest in the world in the hands of a master. +9 Damage, Armor Penetration, +2 Attack, Unbreakable

'Lash of Fate': One of the weapons wielded by the Construct of Fate Herself. 

 

Legendary Ranged Weapons

ASG 'Emberspray': To the UEG's knowledge, only two of these were ever created. The Emberspray ionizes flechettes in the barrel, creating a swarm of plasma projectiles that sear through armor easily. +12 Damage, -3 Armor Toughness, Spread, Half Fire Rate, Autofire, 16 round clip

'Deadly Delilah': One of two ancient converted muzzleloaders originally carried by the Prophet, 'Delilah' is widely known as the most powerful handheld small-arms platform in existence. Built by the Prophet himself and passed down to each successive General of the Council, 'Delilah' fires a 3cm. ultra-dense steel ball with a muzzle velocity in excess of 2000m/s. This ball can penetrate nearly any armor known to man. However, the weapon's converted semi-automatic stripper-clip fed action cannot dissipate enough recoil to make operating the weapon possible more than once every few seconds. Despite it's awkward shape, it can still be drawn rapidly due to lack of protrusions that would snag clothing or holsters. +15 Damage, -3 Armor Toughness, Devastating Recoil, Low Ammo, Magazine (5)

'Graceful Gabriel': One of two ancient converted muzzleloaders originally carried by the Prophet, 'Gabriel' is widely known as the second most powerful handheld small-arms platform in existence. Built by the Prophet himself and passed down to each successive General of the Council, 'Gabriel' fires a 3cm. scored steel ball with a muzzle velocity in excess of 2000m/s. This ball shatters and sends massive steel shards throughout the victim's body at high velocity upon impact. These shards shred the victim's organs and flesh before flying out the other side, leaving a gruesome exit wound on unarmored targets. Against armored targets, the shards lose a great deal of velocity after penetration, meaning far less Damage is dealt. +10 Damage, inflicts Cleaven Flesh and Bleeding against targets with +2 Armor Toughness or less, Devastating Recoil, Low Ammo, Magazine (5)

CSR 'Mindflayer': A heavily modified Counter-Sniper Rifle used by CGS Gareth Barton. This rifle has a highly-extended AI forged barrel and fires modified .300 Magnum Hammer shells at high velocity. The bullet flattens on impact, shredding lightly-armored flesh and transferring a massive amount of kinetic energy. When this round is well-aimed, it can knock down while delivering a fatal shot to most targets, even without hitting in the head. +10 Damage, additional +2 Damage to targets with +2 Armor Toughness or less, DC17 Strength check or be Knocked Down, Bipod, +2 Critical Threat range, +2 Attack, -3 Attack if target is within 5 squares, +2 Attack at 100m out or futher, +75% Maximum Range, Magazine (10)

AKMG 'Jitters': The customized Light Machine Gun carried by General Andie Blackheart. Using an even longer, AI-forged barrel and 7.62mm Hammer rounds (the only ones of their kind) 'Jitters' is a terror on the battlefield to conventional soldiers. +5 Damage, Autofire, additional +3 Damage against Armor Toughness of +2 or less, DC13 Strength check or target is Knocked Down, Overheating, Bipod, -2 Attack, additional -2 Attack against targets within 4 Squares, Magazine (200)

SDP 'Fleshrend': The customized Self-Defense Pistol carried by Arch-Destroyer Damien Deidrich. Using an AI-forged extended barrel fitted with a tight choke and custom .700 Uranium Shot shells, this weapon is a terror to any and all infantry in any close-quarters encounter. +12 Damage, Spread, -3 Armor Toughness, Single Shot

Ancient-Tech Long Rifle: This weapon uses box magazines to chamber 3cm cartridges capable of truly obscene muzzle velocities. A converted Muzzleloader Rifle that looks 'thrown together', according to some, the Ancient-Tech Long Rifle is a true miracle of engineering. The entire weapon has a UDNT shell that can withstand incredible punishment, comes with high-precision optics as standard, and uses an extremely long depleted uranium barrel sheathed with UDNT for optimum stability and to withstand the devastating firing pressures. This is an unquestionably superior weapon to any sniper rifle in the world, despite being based on millenia-old technology. It is also unquestionably the most expensive, costing almost as much as the armor for a squad of Ghosts. +18 Damage, +2 AP, +1 Attack, +1 Critical Threat range, -3 Attack if target is within 10m, High-Precision Scope (+1 Crit Threat and +75% RI), Unbreakable, Magazine (6), 66m RI

Ancient-Tech Pistol:  This weapon uses a revolver-style chamber to fire 3cm cartridges capable of truly obscene muzzle velocities. A converted Muzzleloader Pistol that looks 'thrown together', according to some, the Ancient-Tech Pistol is a true miracle of engineering. The entire weapon has a UDNT shell that can withstand incredible punishment and uses a depleted uranium barrel sheathed with UDNT for optimum stability and to withstand the devastating firing pressures. Although lacking the barrel length and accuracy of the full-sized rifle, the Pistol remains the most powerful weapon in it's class. The revolver-style construction allows the Pistol to fire specialty rounds, much like the HRP. This gives the weapon great utility to compensate for reduced accuaracy and range. +Variable, Ammo Types, Unbreakable, +2 AP, Magazine (6), 20m RI

Ancient-Tech Carbine: This weapon uses special box magazines to chamber smaller cartridges than the original weapon. The muzzleloader action has been completely rebuilt to support automatic fire, a feat that would be entirely impossible without great skill and UDNT. The entire weapon has a UDNT shell that can withstand incredible punishment and uses a depleted uranium barrel sheathed with UDNT for optimum stability and to withstand the devastating firing pressures. Being much shorter than the full-sized Rifle and firing smaller cartridges, the Carbine's stopping power is somewhat lower. However, it remains unquestionably the most powerful weapon in it's class. +11 Damage, +1 AP, Autofire, Unbreakable, Magazine (30), 38m RI, Launcher Mount

Ancient-Tech Machine Pistol: This weapon uses special box magazines to chamber smaller cartridges than the original weapon. The muzzleloader action has been completely rebuilt to support automatic fire, a feat that would be entirely impossible without great skill and UDNT. The entire weapon has a UDNT shell that can withstand incredible punishment and uses a very short depleted uranium barrel sheathed with UDNT for optimum stability and to withstand the devastating firing pressures. Being much shorter than even the Carbine, the Machine Pistol's stopping power is somewhat lower. However, it remains unquestionably the most powerful weapon in it's class. +9 Damage, +1 AP, Autofire, Unbreakable, Magazine (30), 30m RI, Launcher Mount

Ancient-Tech Shotgun: This weapon is a rebuilt Muzzleloader Rifle using special 12 round box magazines to chamber colossal shot cartridges. The Shotgun has a massive UDNT barrel and fires massive shells packed with UDNT flechettes at extreme velocities. With a long, massive barrel, the recoil is less than that of the Long Rifle. However, the spread of the flechettes makes the Shotgun valuable only in close combat. At long range, the Shotgun loses much of it's original power. +14 Damage, +1 AP, Autofire, Spread, Unbreakable, Magazine (12), 10m RI

Legendary Weapons

Ravages of Time GhostC10