(Requires Armory Cargo Bay item page 112)
To store and service a heavy weapon requires an Armory Cargo Bay Item (which can hold up to 6 heavy weapons).
Heavy weapons cannot be carried and used like regular weapons even if you have the carry capacity to carry them. If you have insufficient carry (and most of us do!) you are overburdened when moving a heavy weapon (see page 37).
It is an automatic action to setup or breakdown a heavy weapon.
Heavy weapons provide cover to the character in their square like a shield and add +1 to the Combat check to use them.
Heavy weapons have a range band of 20. They cannot be equipped with butts or scopes.
|Heavy Disruptor||850||75||y||11||3d6-5 any damage causes target to drop all carried items.|
|Heavy Ion Bore||900||75||y||12||Raise ionization level. Deals 1d6 +1d6/ionization (max 4d6).|
|Heavy Laser||650||75||y||12||2d6 damage, ignore Damage Reduction. -1 difficulty to target.|
|Heavy Particle Gun||1500||75||y||14||2d6 damage, add successes to damage (max 6). Roll 1d6 when shot. “6” breaks module shooting from.|
|Heavy Slug Gun||500||75||n||14||d6+3 damage, ignore Damage Reduction.|
|Heavy Slug Machine Gun||700||75||n||14||3x successes to determine area of effect.|