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Armory
The Armory is where the weapons and components that the warframes use are maintained and stored.  All weapons and components are well stocked.  Come here to view stats on any weapon or component.

WeaponsEdit

Melee WeaponsEdit

Type Damage AP Load Notes
Molecular Knife Str+d4+2(3) 2 1
M. Short Sword Str+d6+2(3) 3 2
Molecular Sword Str+d8+2(3) 4 2
M. Sword (two hands) Str+d8+3(4) 5 2
Molecular Great Axe Str+d10+4(5) 6 4 Parry -1, 2 hands
Molecular Halberd Str+d8+2(3) 3 3 Reach, 2 hands

Ranged WeaponsEdit

Type Range Damage AP Rof Shots Load Notes
Heavy Pistol 15/30/60 2d8+2(3) 3 1 7 1 Semi-Auto
Submachine Gun 12/24/48 2d6+2(3) 2 3 32 2 Auto
Double Barrel Shotgun 12/24/48 1-3d6+2(3) - 1-2 2 3 See Notes
Semi-Auto Shotgun 12/24/48 1-3d6+2(3) - 1 12 3 Semi-Auto
Rifle 50/100/200 2d10+3(4) 5 1 11 4 Snapfire, HW, d6 min Str
Assault Rifle 24/48/96 2d8+3(4) 3 3 30 3 Auto, 3RB
LMG 30/60/120 3d6+2(3) 3 3 100 4 Snapfire, d6 min Str
HMG 40/80/160 2d10+3(4) 4 4 250 5 Click link for full notes
Cannon 40/80/160 4d8+(1) 5 1 15 6 Click link for full notes
Missle Launcher 75/150/300 4d6+(1) 8/2 1 4 6 Click link for full notes

Utility WeaponsEdit

Type Range Damage AP Load Notes
Mine -- 4d6+(1) 8/2 1 HW, 1 Ammo
Grenade 5/10/20 3d6+(1) 2 1 3 Ammo
Stun-Grenade 5/10/20 3d6+(1) -- 1 3 Ammo, Ignores Armor, Can only shake
SEA Mine -- -- -- 1 1 Ammo, negates SEA in LBT (lasts 3 rounds)

ComponentsEdit

HeadEdit

Type Load Notes
Sensor Suite 1 +2 to notice and investigation.
Night/Thermal 1 Simultaneous. Night: No penalties for Dim/Dark.  Thermal: +1 shooting in dark vs heat. 
Flood Light 1 Create Bright for 150, Dim for anoter 150.

ShouldersEdit

Type Load Notes
Backpack  1 Covers torso slot as well.  Allows 4 points of additional inventory space.  Single item max 2 load.
Overcharger 2 Allows instant recharge of boost.  2 use per deployment.
Grappling Hook 1 Allows climb pace.  1 round set up prior to movement.  Must succeed Climb check +1 to finish getting over the top.
Gun Mount 1 Must afford associated weapon LPs.  Firing weapon suffers -2 multi-action penalty.  With smarts boost, -2 to Gun Mount only.  Max 3 LP weapon.


BoostEdit

Type Load Notes
Jump Jets 3 Allows vertical movement with boost.  Uses entire boost.
Solid Fuel J.J. 3 As Jump Jets, 2 uses, no cooldown.
Quick Jets 3 Allows boosting as a free action.


TorsoEdit

Type Load Notes
Armor 4 +1 to Armor.
Active Camo 3 Active/Recharge time of 5 turns.  Functions as if the Invisibility power with no raise.
Recon Bots 3 3 bots that  will scout an area within 100 the size of a LBT each (must have intersections with each other).  Allows player Notice rolls. Bots have active camo.
Displacer Field 2 Active/Recharge time of 5 turns.  Generates 1d4+1 illusory copies of the frame.  While outside SEA, indistiguishable.  Inside SEA allows notice at -2.
Chest Pack 0 Allows 2 LP of utility storage.
Auto Repair 3 Shutdown warframe for 2 rounds, repair armor breach.

ArmsEdit

Type Load Notes
Quickdraw Holster 1 Stores weapons load <=2.  Drawing/storing those items is a free action.
Targeting Pin 1 10/20/40 range.  With successful hit provides +1 to following shooting rolls for 5 turns.  1 active at a time.
Hydraulic Brace 2 Raises Strength 1 die type for ranged weapon min Str requirements
Nekote 1 +2 Athletics for climbing.  When combined with Nekoashi, gives base pace climb speed.

LegsEdit

Type Load Notes
Jump Boots 2 +2 to athletics checks for Jumping. (Jumping: 1 from dead stop, 2 after moving > 1/2 pace, +1 per success/raise)
Hover Boots 2 Prevents descension while horizontally boosting.
Stabalizers 2 Removes Snapfire Penalty.
Mag Boots 1 Allows rail lockin as free action.
Nekoashi 1 +2 athletics checks for climbing.  Combine with Nekote for base pace climb speed.