Heavy Weapons are the most devastating weapons that can be carried by a single person. They cover a large range attacks from Plasma Flames to mini nuclear bombs, one even claims to generate a micro black hole. Unlike other weapons, all Heavy Weapons require ammunition. Many Heavy Weapons have very limited ammunition, some only a single shot. Not surprisingly Heavy Weapons are not allowed on the Citadel, nor any station that even has a sense of safety. Heavy Weapons do not have ratings either, and most can not mount extras, or have a limited range of what can be added.
|Armax Arsenal||The Blackstorm||7000 CSC||6d8/8d8 (Drawn in/Explode)||100 yards||Colloquially called the "black hole gun", it encases a few particles of matter within a high-powered mass-increasing field, elevating them to near-infinite mass. The mass effect field soon destabilizes and returns to normal mass, with explosive results.||Area of Effect: x2, Tangle(Targets are lifted and pulled towards the center of the attack), Penetrating (Armour), Penetrating (Force Field), Limited Shots:Takes 1 minute to re-power itself. Targets may make 2 Reflex saves, both at target 18 to take half damage from each effect.|
|Hahne-Kedar Shadow Works||M-920 Cain||7000 CSC||10d8||100 yards||HKSW scientists have created a modified version of traditional high-explosive rounds normally applied to a 25-gram slug. When accelerated to 5 km/s, the round is devastating. This weapon is nicknamed the "Nuke Launcher," and its high-explosive matrix generates an archetypical mushroom cloud on impact.||Area of Effect: x3, Penetrating (Armour), Penetrating (Force Field), Limited Shots:Takes 1 minute to re-power itself. Targets may make a Reflex save, at target 18 to take half damage from the effect.|
|Ariake Technologies||The Avalanche||8000 CSC||2d8||200 yards||A cooling laser collapses the ammunition into Bose-Einstein condensate, a mass of super-cooled subatomic particles capable of snap-freezing impacted objects.It is nicknamed the "Cryo-Blaster". A field of freezing particles can freeze multiple enimies at the same time, and even environmental armor does little to defend the targets.||Area of Effect x2, Enduring x2, Flurry (Weapon carry's 20 rounds before being reloaded, takes 1 action), Incapacitating: Targets may make a Fortitude save, at target 20 to avoid being frozen for 2 rounds, Tangle:Freezing cloud slows all within, Frozen targets take double damage.|
|Elanus Risk Control Services (ERCS)||Cobra Missile Launcher||7000 CSC, 100(standard) or 300(special) per round||8d8 (standard)||300 yards||The Cobra is a single shot launcher that fires a missile directly at the target. It is powerful enough to destroy a target on contact and has a small area of effect.||Area of Effect, Long Range, Limited Shots: 1 shot before reload, 1 action, There are many rounds that can be used for different effects: High Explosive-Area Effect+3 (Reflex save 16): Targeted-No area of Effect, Penetrating (Armour)x3, Penetrating (Force Field)x3, +2d8 damage: Goo-Area Effect+2, Enduringx8, Tangle (8 hit Points), Incapacitating (DC 15 Reflex Save), no damage: Inferno-Area of Effect +1, Burning (8 points a round), Penetrating (Armour), Enduring x4, Blizzard-Area of Effect+1, Incapacitating (Frozen in place, lasts 2 rounds, Fort save dif 18 to only be frozen 1 round), Frozen targets take double damage.|
|Elanus Risk Control Services (ERCS)||M-100 Grenade Launcher||6000 CSC, 50 per grenade||6d8 (standard)||300 yards (can arc)||The M-100 is a rapid fire grenade launcher, it can be fired in a ballistic arc if needed, the grenades can even be set to explode on contact or after a short period of time allowing them to be bounced off walls, changing requires 1 action.||Area of Effect, Flurry (The clip holds 30 shots before being reloaded, 1 action)|