Weapons - Ranged
Name | Cost | Damage | Wt. | Rng | Properties |
Ranged Weapons (Bows) | |||||
Compound Bow | 50cr | 1d8 piercing | 2lbs | 100/400 | Ammunition (Bow), bow, two-handed |
Carbon Crossbow | 50cr | 1d10 piercing | 10lbs | 150/600 | Ammunition (Bow), reload (1), two-handed |
Ranged Weapons (Sidearms) | |||||
Ballistic Pistol | 50cr | 1d6 piercing | 3lbs | 30/60 | Ammunition (Sidearms), light, reload (17), Sidearm |
Revolver | 75cr | 1d8 piercing | 3lbs | 30/60 | Ammunition (Sidearms), reload (6), Sidearm |
Laser Pistol | 150cr | 1d6 radiant | 3lbs | 30/60 | Ammunition (Battery-S), light, reload (10), Sidearm |
Ranged Weapons (Primary Arms) | |||||
Shotgun | 75cr | 2d6 piercing | 7lbs | 60/120 | Ammunition (Shotgun), finesse, rails (1), reload (5), two-handed |
SMG | 125cr | 1d8 piercing | 5lbs | 60/120 | Ammunition (SMG), automatic (3, 10), rails (1), reload (40) |
Carbine Rifle | 150cr | 1d10 piercing | 6lbs | 150/600 | Ammunition (Rifle), automatic (3, 10), rails (3), reload (30), two-handed |
Bolt Rifle | 100cr | 1d12 piercing | 7lbs | 150/600 | Ammunition (Rifle), reload (1), sniper, two-handed |
Ranged Weapons (Heavy Weapons) | |||||
LMG | 200cr | 2d6 piercing | 20lbs | 80/320 | Ammunition (LMG), automatic (10, 50), heavy, reload (400), two-handed |
Anti-Material Rifle | 250cr | 2d6 piercing | 10lbs | 200/1000 | Ammunition (Rifle), two-handed, reload (5), sniper |
Ranged Weapons (Special) | |||||
Missile Launcher | 2500cr | Special (Missile) | 14lbs | 60/120 | Ammunition (Missile), heavy, reload (2), two-handed |
Guided Missile Launcher | 10000cr | Special (Missile) | 15lbs | 200/600 | Ammunition (Missile), guided, heavy, reload (1), two-handed |
Grenade Launcher | 2500cr | Special (Grenade) | 5lbs | 60/120' | Ammunition (Grenades), heavy, reload (6), two-handed |
Undermount Grenade Launcher | 1500cr | Special (Grenade) | 2lbs | 30/60 | Ammunition (Grenades), undermount, reload (1) |
Plasma Cannon | 15000cr | Special (Plasma) | 25lbs | 100/200 | Ammunition (Plasma Cell), heavy, reload (4), two-handed |
Incendiary Launcher | 2500cr | Special (Incendiary) | 10lbs | 15' Cone | Ammunition (Incendiary), Spray, heavy, reload (4), two-handed |
High-Flow Incendiary Launcher | 15000cr | Special (Incendiary)
x2 Damage |
12lbs | 15' Cone | Ammunition (Incendiary), Spray, heavy, reload (2), two-handed |
Beam Rifle | 750cr | 1d12 radiant | 8lbs | 200/1000 | Ammunition (Battery-S), reload (20), sniper, two-handed |
Laser Rifle | 2500cr | 2d12 radiant | 8lbs | 200/1000 | Ammunition (Battery-S), reload (10), sniper, two-handed |
Ion Rifle | 15000cr | 3d12 Radiant | 9lbs | 200/1000 | Ammunition (Battery-S), reload (4), sniper, two-handed |
Arc Gun | 2500cr | 3d6 Lightning | 10lbs | 30' Line | Ammunition (Battery-S), heavy, Spray, reload (10), two-handed |
Coil Gun | 10000cr | 5d6 Lightning | 12lbs | 60' Line | Ammunition (Battery-S), heavy, Spray, reload (2), two-handed |
Neuron Gun | 2500cr | 4d8 psychic | 8lbs | 60/120 | Ammunition (Battery-S), reload (10), two-handed, Ignores DR |
Neural Disruptor | 10000cr | 8d8 psychic | 8lbs | 60/120 | Ammunition (Battery-S), reload (4), two-handed, Ignores DR |
A weapon has a certain amount of attacks it can make before being reloaded. To reload, you must expend an Attack or a Bonus Action. Ammunition
This specifies what type of ammo the item uses. Each use of the item uses a single piece of ammunition unless it is used as an automatic weapon. Rails
This indicates how many attachments may be attached to the item. Only a single attachment may be a weapon. The remaining mounts can be used for utility items. Blast
A blast weapon makes an attack roll as normal against a single creature within range. If it hits, you apply all of your abilities and traits as normal to the damage. All creatures within the blast range must make a Dexterity Save equal to (8 + Primary Ability Modifier + Proficiency) or take damage equal to the weapons dice roll, without modifiers. If you miss the target, they must make the dexterity saving throw as if they were a creature within range. On a success the targets take no damage. Undermount
A weapon attached as undermount can be used instead of the weapons main attack. A weapon may only have one weapon attached as an undermount at a time. Additional mounts may be used for utility items. Automatic
• Guns with the automatic property expend the first number listed of ammunition per attack.
• You may choose to fire it in full-auto, which expends the second bracket of ammunition per attack. As an attack, you can use a weapon with the burst fire property to pepper a 10-foot cube area within its normal range with shots. Each creature in the targeted area must succeed on a Dexterity saving throw against a DC equal to 8 + your Attack ability (Strength/Dex) bonus + your proficiency bonus (provided you’re proficient in the weapon’s use). Each target takes the weapon’s normal damage on a failed save, or half as much on a success. A target that is within the weapon’s long range has advantage on its saving throw. .
• If fired in Automatic mode, Automatic weapons are considered Finesse. Sniper
- You may ignore up to 1/2 Cover and may fire at prone targets without disadvantage. If you fire while unseen while equipped with a Silencer, as you fire the weapon you may make a Stealth check at disadvantage. If succesful, you remain hidden. Bow
Modern firearms are well suited to firing will prone, but bows are not.
• Bows suffer the normal disadvantage for firing while prone. Heavy
• Because of their cumbersome nature, you may only move up to half your speed and fire on the same turn.
• Unless mounted on a stationary base, heavy weapons require at least Strength 13 to use.
• If fired within your short weapon range, Heavy weapons are considered Finesse weapons. Sidearms
• Because of their small nature, you do not have disadvantage on attack rolls if you are within 5 feet of a hostile creature.
• Sidearms are usually fired with Dexterity, however they can be packed with exceptional amounts of powder (or power). If fired within your short weapon range, Sidearms are considered Finesse weapons. Guided
A weapon with the Guided property gains advantage on to-hit rolls, while enemies have disadvantage on any saving throws conferred by this weapon. Spray
Each creature in the targeted area must succeed on a Dexterity saving throw against a DC equal to 8 + your Attack ability (Strength/Dex) bonus + your proficiency bonus (provided you’re proficient in the weapon’s use). Each target takes the weapon’s normal damage on a failed save, or half as much on a success.
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