Primary
RuDOLF MR-24
Damage 1d6+3 / Range Far / Fire Rate SA / Tags Precise
RuDOLF weapons are known for two things: their impeccable craftsmanship and their overclocked RDG laser attachments. The Marksman-24 is one of their very best, a precise workhorse that literally shines in the hands of a skilled shooter.
RuDOLF AR-25
Damage 1d6+2 / Range Medium / Fire Rate FA / Tags Blinding
A more aggressive version of the venerable MR-24, this AR-type platform sports an upgraded receiver and integrated recoil springs to handle fully automatic fire. The signature RDG laser has been reworked into a sidemount taclight, tuned for increased incandescence for closer-range encounters.
MnC Dasher SMG
Damage 1d6+2 / Range Medium / Fire Rate FA / Tags Lightweight
The Dasher SMG is for operators who thrive in fast-paced battlezones, living up to MnC Foundry’s unofficial motto: “Never Sit Still.” Lightweight polyalloys and caseless ammunition make the gun’s handling as agile as you are.
SanWor “Chimney” Shotgun
Damage 1d6+4 / Range Close / Fire Rate SA (Pump Action) / Tags Shredding
The pump-action Chimney provides an up-armored version of SanWor’s civilian “Bearclaw” shotgun. Originally used to drive off polar bears, this brutal weapon is loaded with shred-tinsel buckshot rounds, providing unparalleled firepower at knife-fight ranges.
SilverBell Drummerboy LMG
Damage 1d6+2 / Range Medium / Fire Rate FA / Tags Suppressive, Slow
It’s heavy as hell, looks like it’s coated in chrome, and only fires 7.62×39mm FMJ rounds from a clunky drum mag. And yet, sometimes you need to absolutely saturate an area with fire, and when you do, you’ll be glad you brought the Drummerboy.
Merry-1 Garland
Damage 1d6+3 / Range Medium / Fire Rate SA (Bolt Action) / Tags Bayonet, Reliable
The Merry-1 is practically a museum piece, a classic bolt-action rifle dating back to the first Great Arctic War. Although it has been surpassed technologically, it’s never been beaten when it comes to easy of use and durability. A small bell mounted by the clip ejection port gives its distinctive reload ping a festive touch.
MID/Winter Heavy-Draw Compound Bow
Damage 1d6+2 (Standard arrows), 1d6 Blast (Explosive arrows) / Range Medium / Fire Rate Single / Tags Silenced (Standard arrows), Precise
Why bring a bow to a gunfight? A bow doesn’t jam, doesn’t break, doesn’t give away your position, and if it’s a MID/Winter design, it comes standard with explosive arrows.
CF-GHOST 567
Damage 1d6 AP / Range Medium / Fire Rate FA / Tags Silenced
Designed as a speculative “concept weapon” by the CHRISTMAS FUTURE working group, a small number of real GHOST 567s were actually built. This burst-fire assault rifle uses subsonic armor-piercing flechettes and a high-tech integrated silencer to deliver near-silent kinetic payloads. Inaccurate at long range and less powerful than other AR platforms, the GHOST is built for operators comfortable with winning fights through subterfuge and strategy over brute force.
Secondary
Desert Partridge .50CAL
Damage 1d6+2 / Range Close / Fire Rate SA / Tags Heavy, Slow
They call this gun “The Mule” because it kicks like a, well, you get it. Less of a sidearm and more of a way of life, the Desert Partridge is a hand cannon with zero subtlety or restraint.
Silent Night 9mm
Damage 1d6 / Range Medium / Fire Rate SA / Tags Silenced, Lightweight
The service sidearm of choice for ELF commandos, whisper-quiet and twice as deadly.
Merry-10 RF/PDW
Damage 1d6 / Range Close / Fire Rate FA / Tags Suppressive
You can empty the Merry-10’s mag in two seconds, and you’ll be tempted to: this stripped-back machine pistol is easy on the eyes and easier in the hands.
SanWor “VIXEN” Combat Axe
Damage 1d6+2 AP / Range Melee (Close if thrown) / Fire Rate - / Tags Brutal
Everyone carries a knife, but only the real badasses carry an axe. Razor-sharp for up-close hack-and-slash and light enough to throw halfway across the room into some guy’s skull.
Heavy
MISSILE-TOW Launcher
Damage 1d6+4 Blast / Range Medium (Far if locked on) / Fire Rate Single / Tags Vehicle Lock-On, Slow
It’s a man-portable mayhem machine designed for fire-and-forget demolitions. A CF-spec targeting chip means whether it flies or drives, your lock-on beep will be the last thing they hear.
COAL Ornament GL
Damage 1d6+2 Blast / Range Medium / Fire Rate FA / Tags Heavy, Arcing
The COAL’s lockwheel cylinder holds up to six ornament grenades at a time, each ready to deliver a bauble-fragmentation payload at a distance. Supports automatic cycling, which means you don’t even have to let up on the trigger to fire all six shells at anything you want extremely dead.
Naughty List Riot Gun
Damage 2d6 / Range Close / Fire Rate FA / Tags Shredding, Heavy
Naughty List makes big guns for bigger guys. Are you huge enough to carry a drum-fed automatic shotgun the size of a giant’s fist?
Sinterklaas 12/NIGHT Icethrower
Damage 1d6 / Range Close / Fire Rate Continuous / Tags Brutal, Freezing
Supercooled nitrogen delivered with stunning velocity inflicts 3rd degree frostbite at medium range and whole-body glaciation up close.
eggNOG Tippler HMG
Damage 1d6+4 / Range Medium / Fire Rate FA / Tags Suppressive, Heavy, Bipod
Send lead downrange with more speed and volume than you thought possible. With the Tippler’s belt-fed reciprocal receiver, you’ll run out of enemies before you ever need to reload.
Arctic Warfare PM
Damage 1d20 AP / Range Far+ / Fire Rate SA / Tags Slow, Heavy, Bipod, Penetrating
Calling this a sniper rifle is like calling a nuclear weapon a “big bomb.” Technically accurate, but significantly undersells its preposterous killing power. This is a weapon that could punch a hole in God’s head and still kill the guy standing behind him.
Gear Table
Primary | Damage | Range | Fire Rate | Tags |
---|---|---|---|---|
RuDOLF MR-24 | 1d6+3 | Far | SA | Precise |
RuDOLF AR-25 | 1d6+2 | Med. | FA | Blinding |
MnC Dasher SMG | 1d6+2 | Med. | FA | Lightweight |
SanWor “Chimney” Shotgun | 1d6+4 | Close | SA | Shredding |
SilverBell Drummerboy LMG | 1d6+2 | Med. | FA | Suppressive, Slow |
Merry-1 Garland | 1d6+3 | Med. | SA | Bayonet, Reliable |
MID/Winter Heavy-Draw Compound Bow | 1d6+2 / 1d6 Blast | Med. | S | Silent, Precise |
CF-GHOST 567 | 1d6 AP | Med. | FA | Silenced |
Secondary | Damage | Range | Fire Rate | Tags |
---|---|---|---|---|
Desert Partridge .50CAL | 1d6+2 | Close | SA | Heavy, Slow |
Silent Night 9mm | 1d6 | Medium | SA | Silenced, Lightweight |
Merry-10 RF/PDW | 1d6 | Close | FA | Suppressive |
SanWor “VIXEN” Combat Axe | 1d6+2 AP | Melee/Close | - | Brutal |
Heavy | Damage | Range | Fire Rate | Tags |
---|---|---|---|---|
MISSILE-TOW Launcher | 1d6+4 Blast | Medium/Far | S | Vehicle Lock-On, Slow |
COAL Ornament GL | 1d6+2 Blast | Medium | FA | Heavy, Arcing |
Naughty List Riot Gun | 2d6 | Close | FA | Heavy, Shredding |
Sinterklaas 12/NIGHT Icethrower | 1d6 | Close | C | Brutal, Freezing |
eggNOG Tippler HMG | 1d6+4 | Medium | FA | Suppressive, Heavy, Bipod |
Arctic Warfare PM | 1d20 AP | Far+ | SA | Heavy, Slow, Bipod |
Tags
Tags on weapons and gear are mostly used to guide the narrative and indicate what capabilities the item has. Some have specific mechanics (see the list below), but many (such as Slow or Brutal) are intended to create narrative consequences rather than mechanical ones.
- Arcing: This weapon fires in arcs that can go over and behind cover.
- Bayonet: This weapon has a bayonet and can be used as a 1d6-damage melee weapon (1d6+2 if you charge in beforehand)
- Bipod: This weapon has a flip-out bipod that can be used to stabilize recoil. While deployed, you can ignore the Heavy tag on the weapon.
- Blinding: This weapon can briefly blind enemies with its light at close range.
- Brutal: This weapon makes a real mess, probably terrifying any nearby grunts.
- Freezing: This weapon freezes enemies solid if it deals 4 or more damage in a single hit.
- Lightweight: This weapon is extremely quick and performs well even while fired on the move.
- Heavy: This weapon is weighty and difficult to handle.
- Shredding: This weapon destroys body armor (reducing enemy armor value by 1 each hit) and can blast through cover up close.
- Slow: This weapon takes significant time to reload or be readied for its next shot.
- Suppressive: This weapon is excellent at suppressing enemies, denying an area or forcing foes to keep to cover.
- Reliable: This weapon cannot jam or malfunction, and can be easily repaired if damaged.
- Silenced: Firing this weapon won’t alert nearby enemies, though they can still see and hear nearby projectile impacts.