Weapons
Weapons
All IL weapons use the standard AxiomRPG damage framework. Unless otherwise noted:
Attack roll = Attribute + Strike (melee) or Attribute + Precision (ranged)
Successes deal damage at the listed rate.
Weapon Rarity:
Standard weapons are street-legal and available at licensed vendors. Restricted weapons require org credential or licensed dealer. Controlled weapons are not sold publicly, org-issue or black market only.
Sidearms
Standard Semi-Automatic Pistol | Ranged | Standard (℃600)
The common-issue sidearm of NVS security contractors, urban police forces, and anyone who needs something concealable and reliable. Rune-etched barrel provides basic harmonic damping; it won't interfere with Technomantic signals within Close range.
DAMAGE: 2H per success | RANGE: Near | CAPACITY: 15 rounds
AMMO: ℃50 per 50-round box. RELOAD: Minor Action.
NOTES: Cannot be traced on NTC-registered networks (basic rune-dampening). No special bonus.
Precision Compact | Ranged | Restricted (℃2,800)
A shorter, heavier sidearm designed for close-quarters accuracy. HIA and LGT Linden Guard favor these for secured-site work. The barrel is micro-rifled with rune-script that reduces muzzle signature, less flash, less sound, same stopping power.
DAMAGE: 2H per success | RANGE: Near (no penalty at Close) | CAPACITY: 10 rounds
AMMO: ℃80 per 20 rounds (specialized). RELOAD: Minor Action.
NOTES: +1D on attack rolls made at Close range. Suppressed: all Notice checks to detect the shot operate at Disadvantage.
Heavy Revolver | Ranged | Standard (℃900)
Six-shot, heavy-frame. The NVS Rapid-Response Mercs who carry these call them "conversation-enders." No rune work, the revolver is intentionally kept hardware-simple. It works in Dead Zones. It works in Faraday fields. It will always fire.
DAMAGE: 3H per success | RANGE: Near | CAPACITY: 6 rounds
AMMO: ℃60 per 24 rounds. RELOAD: Primary Action.
NOTES: Ignores harmonic interference effects. Cannot be suppressed.
Long Arms
Tactical Carbine | Ranged | Restricted (℃3,500)
The standard long arm of NVS private security, BVHI site protection details, and most IL military-adjacent work. Modular rail system accepts attachments. NTC-registered barrel ensures the weapon is Hearth-Net trackable, useful for law enforcement, inconvenient for everyone else.
DAMAGE: 3H per success | RANGE: Far | CAPACITY: 30 rounds
AMMO: ℃80 per 60-round box. RELOAD: Primary Action (with Speed Threshold 2 to reload as Minor Action per round; trained users only). NOTES: Accepts optic, suppressor, or underbarrel attachments (see Equipment Accessories, below). NTC-registered; every round fired pings the Hearth-Net.
Designated Marksman Rifle | Ranged | Restricted (℃8,500) Long-range precision weapon carried by HIA Logistics Ghosts and LGT field operatives who need to influence a situation from several blocks away. The stock is resonance-deadened, Marginal practitioners cannot Probability-Read the trajectory of a round from this barrel.
DAMAGE: 4H per success | RANGE: Distant | CAPACITY: 10 rounds
AMMO: ℃200 per 20 rounds (specialized). RELOAD: Primary Action.
NOTES: Probability-Read and Ground-Sense targeting cannot detect incoming fire from this weapon until it has already fired (no warning).
Combat Shotgun | Ranged | Restricted (℃2,200)
Short-range area weapon. BVHI site demolition teams and NVS strike units run these. Load options matter: standard frangible rounds, or Tectonic-slug rounds (BVHI-restricted).
DAMAGE: 3H per success (standard) | RANGE: Close/Near (Disadvantage beyond Near) | CAPACITY: 8 rounds
AMMO: Standard ℃70 per 16 rounds; Tectonic Slugs ℃400 per 4 rounds (Controlled, BVHI-issue). RELOAD: Primary Action.
NOTES: On a success with 2+ successes at Close range, the target makes a Body Save Threshold 2 or is knocked Prone. Tectonic Slugs: on a success, target must also make a Body Save Threshold 3 or suffers Structural Disruption (Minor Body Condition, −1D for scene), the slug carries a Tectonic pulse.
Melee Weapons
Linden Guard Baton | Melee | Standard (℃400)
Telescoping alloy baton standard to LGT enforcement. The grip incorporates a harmonic pulse emitter, non-lethal compliance option at the touch of a release.
DAMAGE: 2H per success | RANGE: Close
NOTES: Pulse Mode (Primary Action, once per Short Rest): instead of dealing damage, target makes Body Save Threshold 2 or suffers Stunned condition for one Turn (harmonic disruption, not electricity).
Vibro-Blade | Melee | Restricted (℃4,500)
A blade with an embedded Tectonic micro-emitter in the hilt. The blade resonates at a frequency that interferes with most armor materials, reducing effective protection. BVHI close-quarters specialists and NVS fixers who can afford them carry these.
DAMAGE: 3H per success | RANGE: Close
NOTES: Ignores 1 point of Armor value. Characters with Song-Smithed armor (see Armor section) can make a Body Save Threshold 2 to suppress this effect if they are aware of the blade, the armor recognizes the Tectonic frequency and attempts countermeasure.
Song-Smithed Knuckle Guards | Melee | Restricted (℃3,000)
Reinforced metal knuckle guards etched with Tectonic Harmonics. BVHI-manufactured for the export market. On a solid hit, the Song-Smithing delivers a directional resonance burst through the impact point.
DAMAGE: 2H per success | RANGE: Close
NOTES: On 3+ successes, target must make a Body Save Threshold 2 or suffers Disorientation (Minor Wit Condition, −1D, until end of scene) from the resonance burst through their skeleton. Counts as an Unarmed strike for the purposes of any rules referencing Unarmed combat.
Enforcement Cable (Restraint) | Melee | Standard (℃300)
Resin-coated high-tensile cable with a weighted end. Used for restraint and trip attacks. LGT enforcement and HIA close-capture teams standard kit.
DAMAGE: 1H per success | RANGE: Near (thrown) or Close
NOTES: On 2+ successes, the target is Restrained rather than dealt damage (player's choice). A Restrained target may attempt Body + Athletics vs Threshold 3 as a Primary Action to break free.
Equipment Accessories
Attachments for Standard and Restricted long arms.
Optical Sight | Standard (℃400)
+1D on attack rolls made at Far or Distant range. No benefit at Near or Close.
Suppressor | Restricted (℃1,500)
All Notice checks to detect the weapon's firing operate at Disadvantage. Reduces effective range by one band (Far becomes Near, etc.).
Underbarrel Grenade Launcher | Controlled (℃6,000)
Fires standard-diameter grenades (see Consumables). Primary Action to fire; no bonus dice from Talent when used (Threshold 2 to land on target; each success places it 1 meter closer to intended point).
Targeting Laser | Standard (℃600) [TECH]
Free Action to designate a target. All attack rolls against that target this Turn (by any ally who can see the laser designation) gain +1D. The designating character cannot attack the same Turn they designate.