BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

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
Reload
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.

Comments

Please Login in order to comment!