This is a cumbersome weapon and requires three people to maneuver and operate the huge gun. It is highly effective against aerial attackers. Once per round, the cannon can fire a jet of intensified wind of Amazing rank force. Check attack results on the Force Column of the Battle Effects Table. The weapon has a range of 10 areas.
If the Human Torch (or a character with similar powers) is hit by the air jet, he must succeed at a Power FEAT or lose the ability to "flame on" for 1-10 rounds in addition to any standard battle effects such as Stun or Slam.
This pistol looks much like the standard handgun. However, it is far more deadly than any typical handgun. The Weapon fires a tight beam of antimatter particles up to a range of 1 area. When solid matter and the antimatter beam meet, the result is an explosion, as a minute amount of physical matter is instantly transformed into energy. Resolve attacks on the Force Column.
If the target is struck, he suffers Unearthly force damage, as the meeting of his very atoms with the antimatter particles triggers an explosion; even though this is considered a force attack, the blast itself is considered an energy attack against a target's Body Armor. In addition, the force of the explosion can cause Slams or Stuns (Yellow or Red results, respectively) like a blunt attack.
This weapon can also affect individual items of inorganic matter such as walls, doors, and so forth. The pistol can be fired once per round, and has enough ammunition charges for 10 shots.
A chainsaw is a Excellent material strenght tool, depending on its size (Commercial or Industrial) it can inflict either 15 or 20 points of edged damage or +6pts to strength if usesd as a blunt weapon.
- Body Armor Stipulation: If a chainsaw attack encounters body armor equal to or greater than the attack strength (15 or 20) then there is the possibility of "Kick Back". The wielder of the chainsaw then surfers edged damage from the chainsaw (rolled by GM on the edged column for full damage).
Electro-Physiological Flux Generator
This is a rifle-sized weapon that will intensify the neurological activity in a target (Amazing intensity for determining if the effect can be resisted). What this does, in effect, is electrocute the target from within. The more neurological energy that is going through the target, the worse the target will be damaged.
There are two things that will determine the level of neurological activity in the body. If the target has mentally based powers, the highest power rank in those powers determines the maximum electrical potential in the body. If the target has superhuman Agility, that rank is used if there are no higher ranks in Mental powers.
The rifle has Excellent range and needs to be fired like a standard gun would to hit the target. The gun is fueled off a power pack on the belt small nuclear fusion generator.
Executioner’s Axe aka the Blood Axe
The Executioner aka The Skurge of Jotunheim and Asgard carried a two handed, double bladed battle axe, made of enchanted, Unearthly 100 strength material. This weapon, when wielded by the Executioner, inflicted Amazing 50 pts of edged damage and could cleave all but the strongest weapons and armor.
Through magick, the Axe could slice through the fabric of space and reality itself, allowing travel to different dimensions and through space. These apertures protected the user from heat, cold and the vacuum of space.
The Axe could also emit devastating heat and cold attacks.
Though it was destroyed on several occasions, once by magick of the three Norns Urd, Skuld, and Verdandi, the Axe has always been restored, most likely through the magick of individuals like Hela and Loki.
Strength of Remarkable 30 is require to wield the Executioner’s Axe, due to the weight of this weapon.
It has the following abilities:
- Dimensional Aperture: Monster 75 rank ability the Axe could slice through the fabric of space and reality itself, allowing travel to different dimensions and through space. These apertures protected the user from heat, cold and the vacuum of space.
- Heat Generation: Monstrous 75
- Cold Generation: Monstrous 75
- The Axe grants Invulnerability (Class 1000) to Heat, Monstrous 75 Resistance to Cold and Monstrous 75 rank Life Support.
- True Sight: Monstrous 75 While holding the axe, the individual is able to see through magical, physical and power based illusions and disguises.
Genome Toxin Grenades
These grenades disperse a unique type of nerve toxin that only reacts to aberrent DNA in a victim's body. There has been a complete mapping of standard genes in the human body done (the Human Genome Project) that allows this kind of chemical technology.
The gas does Remarkable neurological damage each round to anyone with superhuman genetics or alterations - unfortunately, some innocent bystanders are affected by this toxin. Anyone with obviously genetically based maladies (Down's Syndrome, etc.) will be affected like a mutant or altered human.
There is a 30% chance of this toxin affecting alien humanoid physiologies also. The toxin cloud is 20' by 20' by 10' high and lasts for 5 rounds.
The cannon fires a 7-gram pellet into a cast aluminum block capable of inflicting Incredible damage. It uses standard, easy to find copper BBs. These are fired at 5,500 feet per second, which, in the Earths atmosphere causes the projectile to vaporize after only a second, limiting its range.
This device can be mounted on a turret, or an aircraft hardpoint. The energy source for the device would limit its maximum rate of fire. It needs to have Amazing energy to launch a projectile. Therefor if there was a Good ranked energy source, the device could be fired once every 5 rounds. An Amazing energy source would allow the device to fire once every round. An Unearthly energy source or higher would allow the device to fire twice every round. The absolute maximum rate of fire is twice per round.
Note: Every area beyond the Maximum Effective Range reduces damage -2CS.
- Range in Atmosphere: 1 Mile (Monstrous, 40 areas)
- Range in Space: Line of Sight (at 250 areas per turn)
Intensified Molecule Projector
This weapon allows the user to fire special intensified synthetic molecules at a high velocity. Intensified molecules grow rapidly to the size of boulders when exposed to air, becoming a deadly projectile. The missile has a range of 11 areas and inflicts Incredible blunt damage. Because of the extremely small size before activation a standard "gun" can carry a virtually unlimited supply of the molecules. The projector can be virtually any size or shape.
This deadly weapon looks like an energized bayonet or combat knife. The ionic blade can pop out of the right forearm of Doom's armor, ready for use in a second.
- Ionic Blade: The knife uses ionic energy to slice through objects and other targets, animate or inanimate. The blade causes Incredible edged damage, regardless of the wielder's Strength.
- Ionic Blast: The knife can fire an ionic bolt up to 1 area away, inflicting Incredible energy damage.
Jarnbjorn Axe of Mighty Thor
Jarnbjorn is an Uru, battle axe forged by the master Dwarven weapon smiths of Nidavellir, and originally used by the Asgardian God of Thunder, the mighty Thor.
It is speculated that Thor used Jarnbjorn early in his life, until he was deemed worthy to carry Mjolnir.
Made of Class 3000 strength Uru metal, the axe could cut through most objects, armor and beings, especially when wielded by someone with the strength of Thor. During Thor’s battle with Apocalypse, the Thunder God blessed it with his own blood, so the blade could pierce Celestial armor. Thor used this weapon to kill Apocalypse. It fell into the hands of Kang the Conquerer and was eventually bestowed to Ueriel, who used it to kill the Celestial Gardener.
It has the folloing abilities:
- Jarnbjorn requires a physical strength of Remarkable 30 to lift, but their is no requirement of worthiness to use this weapon.
- This weapon is capable of cutting though Celestial armor, with Class 1000 rank ability on a yellow feat roll and Class 3000 on a red feat.
- Jarnbjorn inflicts Rm30 pts damage and is capable of causing Shift-X 150 pts edged damage, dependent upon the wielder’s strength.
Kinetic Amplification Knuckles (KAKs)
Styled after the infamous brass knuckles, these hi-tech wonders amplify the kinetic force of the wearer's punch, providing +2CS damage to a maximum of Remarkable.
Kinetic Energy Railgun
This weapon is so large and heavy that it must usually be mounted on a platform or vehicle. Wielding it requires Remarkable strength. The KE railgun does not use gunpowder; rather, its ammunition is propelled magnetically at speeds of upto 25 million joules--enough energy to deliver a kilogram of projectile at a speed of roughly 10 kilometers per second.
The railgun is equipped with a spiral-packed magazine which carries 1,800 caseless 3.9 mm spent-uranium core armor-piercing rounds. The railgun can be set to fire 1 to 1,000 rounds per second.
Each round can tear through upto Monstrous rank materials including body armor and force fields). A single shot inflicts Good damage; a burst of upto 10 rounds causes Excellent damage; a burst of upto 100 rounds causes Remarkable damage; a burst of upto 400 rounds causes Incredible damage; a burst of 750 rounds causes Amazing damage; and a burst of 1,000 rounds causes Monstrous damage.
It takes 2 turns to replace the magazine.
The cost of the railgun is Monstrous, but they are extremely rare and are not generally available for sale, even on the black market. The military is known to possess several railguns. Iron Man is known to have developed a smaller railgun (with a smaller magazine) for specific missions.
Molecular Resonance Inducer
If you are sick of flattening ammo on natural body armor, this is the toy for you! Rather than punch an attack through armor, point the Inducer wand at an opponent, and a specifically programmed molecular structure will be pumped to bursting with energy to its molecular bonds.
What this accomplishes is a increasingly painful resonance effect as the molecule vibrates itself apart. The most common practice is to set the wand to resonate Calcium, and watch an opponents bones turn to jelly
The intensity of the field, range, and damage is Remarkable - the wand can be overloaded for an Amazing blast that affects everything of that molecular structure within 30'. The wand can hold a charge that will last for 10 rounds of emmissions.
Mutant Power Intensifier
This ray gun was created by Hank McCoy. When striking a character it increases his power level up to Class 3000 rank. As most mutants could not control power of this magnitude so this is not a desirable result. The intensifier can also be set to return the character back to normal levels although this usually wears of within a few years and the characters power return to dangerous levels.
Odinsword aka Over Sword
The Odinsword is tremendously old and strong forge in ways now lost and capable of withstanding any impact and cut through all know material even Celestial's armor. It is a massive two handed broad sword that can increase it size along with the wielder, channel cosmic energies with the Odinforce the prime driven force behind it.
The Odinsword is the most powerful weapon ever produced in Asgard, struck from the cursed Nibelung ring. Its true name is called "Ragnarok", the end of all things"; literally possessing the power to destroy the Nine Realms, if it is unsheathed.
The Odinsword has been used in battle against the Celestials and is said to be even able to slay the Midgard Serpent.The Odinsword has only been successfully wielded by the likes of the Destroyer, Odin himself and the mighty Thor. The sword requires a minimum of Unearthly 100 strength to be wield without penalty.
It has the folloing abilities:
- Durability: Material strength of Class 3000 rank; resistance to all forms of attack including Magick.
- Emotional Control: FEAR (Asgardians only) All Asgardians who see the Odinsword being pulled from it's sheath, must make an AM50 Psyche FEAT roll or be overwhelmed by terror of the impending end of the Nine Realms.
- Weakness: The Odinsword can be damaged by Cosmic Energy Manipulation of CL1000 rank or greater.
by Mad Niz
A device that is attached to—and easily concealed within—the palm of the hand, and thus often used in a sneaky attack, the Palm Stunner delivers a Remarkable intensity stunning attack on a successful grapple attempt. Three successful attacks can be made before the Stunner needs to be recharged.
Fired from a standard LAW rocket cylinder, this rocket has a computerized warhead with a proximity sensor set for 1 foot. When the sensor goes off, the rocket goes out of phase long enough to travel 18 inches, then triggers two explosions. The first destroys the phasing apparatus, causing the rocket to come back into phase. The second detonates the missile a microsecond later.
The result is Monstrous damage that bypasses any natural or inorganic body armor, resistances. Collateral damage is minimal, Excellent damage to anything within 10' of the explosion.
Psi-Scrambler Wave Generator
Using the same technology as the Null-Psych emitter, this backpack mounted device spews a cone shaped barrage of high-frequency beta waves at Amazing intensity. The range is a cone 100' long that is 50' wide at it's terminus. The beta waves fill the mind of anyone with Mental powers with the loudest radio static you could imagine.
The victim must make a Psyche check each round to be able to concentrate on anything. If they are able to take an action, they may use any Mental powers that still operate after a 50 pt. reduction.
A short, metal rifle with a forked barrel. When fired, the weapon emits a stream of energy upto a range of 1 area. If the target is hit, he is caught in the stream and surrounded within a super hard energy shell. At this point the shell has Incredible material strength. If the stream is maintained for a further full round the stasis shell solidifies, gaining apermanent stength of Unearthly.
Victims held within the stasis shell "freeze". They have no need for food, air, or water. Nearly all body functions are suspended. They can however, see, hear, smell and feel what is happening around them. The stasis shell is permanent until physically broken or by reversing the gun's polarity and draining the shell.
The gun can fire once per round and is capable of 10 shots before requiring a recharge.
Made of Remarkable material, these billy clubs carry a charge that allows them to either stun with Excellent intensity or inflict Excellent energy damage on any hit and in addition to the usual blunt damage.
This small weapon, meant to knock opponents unconscious, can be added to the inside of either gauntlet of Doom's armor.
Stun-Shock Pulse: This device radiates stunning energy around Doctor Doom. All characters within the same area must make an Amazing intensity Endurance FEAT or be knocked out for 1-10 rounds.
This item appears as a standard phase rocket. It has built-in circuitry which allows a multitude of short-range random teleports on its way to the target. Each materialization lasts for only a fraction of a second, thus making appear like the missile is in many different places at the same time (the effect is to confuse the target as to where the attack is actually coming from).
A teleport missile is programmed to strike the target from behind. Like a phase rocket, the warhead of a teleport missile can bypass body armor, resistances and forcefields.
To make the weapon more tactically useful, the warhead has a programmable yield; the damage range is from Incredible to Monstrous.
These weapons are a pair of matched longswords made from Monstrous-strength alloys. They are designed to be used by someone who is capable of wielding one sword/weapon in each hand. Use of a single sword raises the wielder's Fighting rank by +1CS. Using both swords at one time gives the wielder Ultimate Skill (longsword).
If the wielder's Fighting rank is already at Unearthly-level or greater, it is simply raised +1CS (maximum of Shift-Z).
|Dum-Dum Bullets||+1CS damage vs. Non-armoured objects only, normal caliber cost x 6|
|Gecko Bullets||+1CS damage, normal caliber cost x 8|
|Glaser Bullets||+1CS damage to any damage scored, normal caliber cost x 8|
|Hollow Point Bullets||+1CS damage, normal caliber cost x 8|
|Uranium tipped/Mercury||+2CS damage, -1 Range, normal caliber cost x 25|
|True Armour Piercing||+2CS penetration, half normal damage only, normal caliber cost x 4 (i.e. 'Armour-Piercing')|
|Rubber Bullets||Non-lethal, blunt damage, normal cost|
|Adamantium-Saboted Penetrator||This ammunition uses a finned, pointed sub-caliber dart of Admantium cased within a copper-jacketed plastic sabot. Any type of firearm can use ASP ammunition, damage inflicted is per the firearm type firing it. However, the dart can penetrate up to Class 1000 body armor or armor skin. The cost for each of ASP ammunition is 100x normal.|
|Kinetic Impact Munitions||This ammunition is available for any type of weapon, from the smallest handgun to the largest of artillery pieces. It does +2CS force damage (plus appropriate knockback). For example, if a handgun that does Typical shooting damage is loaded with KI munitions, it would do Excellent force damage to the target (plus knockback).|