Weapons
This page documents the available weapons for player characters and their relevant statistics. These are basic weapons that can almost universally be found in civilized markets. Weapons for Space Ships can be found under the Ship Combat category.
Small Arms are the most basic variety of firearm. Only the most basic and moderate of training is required. They also allow for the most mobility and freedom being small and able to be wielded in one hand. The trade off is that they do not have the fire power of the more advanced weapons. Longarms
Longarms are longer and slightly bulkier than standard firearms. They require two-hands to be wielded, but do have increased range, more power, and can hold larger ammunition clips / energy cells. Sniper
Sniper weapons are specialized Longarms that require their own proficiency. They require two-hands to be wielded and focus on very long range fire at the cost of some damage and amount of ammunition. Artillery
Artillery weapon are very large and bulky. Only the most trained in heavy combat can wield these weapons. They are the most versatile in settings as well as having the best firepower, however, the extreme power behind these weapons limits the rate of fire.
The most basic ammunition storage. Kintetic weapons use this type of storage for ammunition. Energy Cell
Energy Cells are used for Powered weapons. As long as they remain undamaged they can be recharged. Many ships have recharge stations, and many civilized ports and cities offer charging or replacement services for a fee. It takes 1 minute to recharge an Energy Cell by 1. For example: an Energy Cell (5) takes 5 minutes to charge.
Contents:
Base Rules
The base weapon properties and weapons documented in the Player's Handbook are all applicable and usable. Please see that source for definitions and Weapon List. All of the existing weapons gain the "Analog" Weapon Property listed below. Their gold cost is also a minimum of 10EC, otherwise convert the GP to EC.New Weapon Properties
Ammunition
Weapons with an Ammunition property require the appropriate ammunition to make an attack. Each time you make an attack with the weapon you expend a number of charges as indicated by the tables. If the weapon has no charges listed, it cannot store multiple pieces of ammo and you must manually retrieve one piece ammunition from a quiver or some other case as part of the attack, such as in using a bow and arrow. If you do not have the appropriate or sufficient amounts of ammunition, you cannot make an attack with the weapon. If the weapon tables list "Capacity" and "Charges" then the weapon has some form of internal storage to hold multiple pieces of ammunition. Capacity is the maximum size of storage device (battery or clip) and charges is number of ammunition pieces are used when making an attack. Weapons like this must have a valid storage device and sufficient ammunition in the device in order to be used. When all ammunition charges are spent in the container, the weapon must be reloaded. This takes an action to replace the container, unless you or a weapon specifies otherwise. Back to New PropertiesAnalog
This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. While this use of the word “analog” is not technically correct when referring to technology, use of the term in this way has become common throughout the galaxy. Back to New PropertiesAgile
Weapons that have the agile property are streamlined and perfectly balanced. You must have a Dexterity score of at least 14 and must be wielding only 1 weapon to benefit from this property. You may use your DEX modifier instead of your STR mod for attacks made with this weapon, and when you take the attack action to attack with it, you may use your bonus action to make another attack. You do not add your stat bonus to the bonus action attack. If the weapon has the Versatile property, the bonus action attack cannot use the two-handed damage amount. Back to New PropertiesBurst Fire
A weapon that has the burst fire property can make a normal single-target attack, or it can spray a 10-foot-cube area within normal range with shots. Each creature in the area must succeed a Dexterity saving throw with a DC of (8 + your DEX + your proficiency bonus if you are proficient with the weapon) or take the weapon’s normal damage. For each creature within the cube, you spend 1 charge / piece of ammunition whether you hit them or not. Back to New PropertiesExplode
Weapons with the explode property reach a destination and release a burst of energy to the surrounding area. Weapons and ammunition with this property list the amount of damage the explosion deals, the damage type, special effects (with a duration, if necessary), and the radius of the explosion. Each creature within the blast radius takes the listed damage but can attempt a Dexterity saving throw for half damage. If the explode special property has any special effects other than damage, they are negated with a successful saving throw. Some exploding weapons, such as smoke grenades, don’t deal damage, so they don’t include the damage and damage type entries. Back to New PropertiesInjection
This weapon or its ammunition can be filled with a drug, an injury poison, or a medicinal compound. On a successful attack with the weapon (either the first attack if it’s a melee weapon or an attack with the relevant piece of ammunition if it’s a ranged weapon), the weapon automatically injects the target with the substance. Refilling a melee weapon with a new substance takes an action. Each different injectable material must be bought separately and can be used in any weapon with the injection special property. A friendly target, on it's turn as a free action, may grant you advantage to an attack roll with a weapon with this property. Back to New PropertiesLine
This weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with such a weapon, make a single attack roll and compare it to the Armor Class of all creatures and objects in a line extending to the weapon’s listed range increment. Roll damage only once. The weapon hits all targets with an AC equal to or lower than the attack roll. However, if an attack fails to damage a creature or obstacle hit in the line (typically due to damage reduction or hardness), the path is stopped and the attack doesn’t damage creatures farther away. A line weapon can’t damage targets beyond its listed range. If you score a critical hit, that effect applies only to the first target hit in the line, and you roll the critical damage separately. If multiple creatures are equally close, you choose which one takes the effects of the critical hit. A line weapon doesn’t benefit from feats or abilities that increase the damage of a single attack (such as the operative’s trick attack). Back to New PropertiesNonlethal
When you attack with this weapon you can alter its settings to deal non-lethal damage, something ranged weapons cannot do normally. A creature reduced to 0HP is unconscious but is not forced to make death saving throws and is unconscious. Back to New PropertiesOperative
An operative can use the trick attack class feature with a weapon that has this special property. Existing Weapons with the Operative property:- Crossbow (light)
- Crossbow (hand)
- Mace
- Quarterstaff
- Rapier
- Scimitar
- Shortsword
- Trident
- Warhammer
Powered
This weapon or item uses some form of internal energy source. Abilities or effects targetting technology or power sources can affect this item and render it inert. An inert weapon or a weapon without a battery or a battery with no charges functions as an improvised weapon unless otherwise noted. Weapons with the Powered property will also have a Capacity or Max Capacity and Charges fields. Capacity means the weapon can only support a Battery of the specified size. Max Capacity supports any Battery size up to the listed size. Charges indicate how many charges of the battery are consumed when used either per attack for ranged weapons or 1 for every minute, rounded up, of use for melee weapons. You can activate the power of the melee weapon as part of the action used to make an attack with it, and it automatically deactivates after 1 minute unless you expend another charge to keep it active. Once deactivated, a melee weapon requires another charge to activate again, even if the previous use was less than a minute. Back to New PropertiesQuick Reload
A weapon with the quick reload property can quickly eject a spent ammunition component and be replaced very quickly. Reloading is a Free Action rather than a Bonus Action. Back to New PropertiesRecharge
This particular weapon is unwieldy and tends to be overcharged and overpowered. As a result of needing to cool down or recharge after a use, a weapon with this property can only be fired once and then not again until the start of the users next turn. Back to New PropertiesRemote Activation
Weapons having this property are generally explosives or have an action that is not the normal use of the item. If you have a computer with an Activation Protocol and the computer can interface with the device, it can be activated as an action instantly triggering it's effect. Explosives may also be triggered with the Detonator item after it has been paired with them. Back to New PropertiesStun
You can set a weapon with the stun special property to stun mode (or reset it to normal mode) as a bonus action. While in stun mode, all the weapon’s attacks take 2 additional charges and force a hit target to make a DC 17 CON save or be stunned until the end of their next turn. Back to New PropertiesWide Beam
A beam weapon with this property has a setting to shift the focused beam into a wide scattering. The user can use the attack action to make a normal single target attack, or opt for the wide beam which causes all creatures within a 15 cone to have to make a DEX save of DC (8 + DEX + Proficiency Bonus if you are proficient with the weapon) taking half damage on success. The wide beam attack uses 2.5 times (rounded up) the normal charges. Back to New PropertiesNew Weapons
Below are the new weapons available. The Capacity field indicates the maximum battery / clip size the weapon can hold. The Charges indicates how many charges of the battery / pieces of ammunition a single use of the weapon takes.Name | Cost | Damage | Capacity | Charges | Properties |
---|---|---|---|---|---|
Simple Melee Weapons | |||||
Shock Baton | 75EC | 1d4 Bludgeoning + 1d6 Lightning |
10 | 1 | Light, Powered, Finesse, only 1d4 Bludgeoning if inactive |
Tactical Knife | 80EC | 1d4+1 Slashing | - | - | Finesse, Light, Thrown (range 15/30), Operative |
Martial Melee Weapons | |||||
Combat Staff | 80EC | 1d10 Bludgeoning | - | - | Two-Handed As a bonus action, you can split this weapon into 2 halves which removes the two handed property but adds the Agile property to both halves which now deal 1d6 bludgeoning and count as the same weapon for the agile property mechanics. A bonus action is also required to unite the 2 halves again. |
Crescent Saber | 75EC | 1d8 Slashing | - | - | Agile, Finesse, Versatile (1d10) |
Electro-Staff | 300EC | 1d6 Bludgeoning + 2d4 Lightning | 20 | 4 | Agile, Versatile (1d8), Operative, Powered, only 1d6 Bludgeoning if inactive |
Gauntlet | 10EC | 1d6 Bludgeoning | - | - | Light |
Firearms
Firearms are very common across the galaxy. There are 3 categories of firearms: Simple, Longarm, and Artillery. Each requires its own profficiency to add your profficiency bonus to attack rolls. An analog firearm uses traditional ammunition like bullets. A powered firearm typically uses concentrated energy beams or pulses by drawing energy from energy cells. Exceptions are noted when applicable.Reloading Firearms
When a firearm uses the last charge or piece of ammunition, the energy cell or cartridge must be swapped for a full one. This takes a Bonus Action to replace if one is available. If no suitable replacement ammunition is available, the firearm become an improvised melee weapon. Below is a list of common firearm weapons. Many others do exist though are far more uncommon. Information on them can be found on the Magical and Technological Items Page. Small ArmsSmall Arms are the most basic variety of firearm. Only the most basic and moderate of training is required. They also allow for the most mobility and freedom being small and able to be wielded in one hand. The trade off is that they do not have the fire power of the more advanced weapons. Longarms
Longarms are longer and slightly bulkier than standard firearms. They require two-hands to be wielded, but do have increased range, more power, and can hold larger ammunition clips / energy cells. Sniper
Sniper weapons are specialized Longarms that require their own proficiency. They require two-hands to be wielded and focus on very long range fire at the cost of some damage and amount of ammunition. Artillery
Artillery weapon are very large and bulky. Only the most trained in heavy combat can wield these weapons. They are the most versatile in settings as well as having the best firepower, however, the extreme power behind these weapons limits the rate of fire.
Note:
A firearm with the injection property has some additional unique rules. There are two options a player can choose. 1) The player pre-records the order in which the vials are slotted in a clip and the shots can only be fired in that order. 2) Clips are loaded with vials of the same contents so all shots have the same effect and the standard bonus action to switch clips. Additionally, you may use a Bonus Action to replace the chambered vial with a different one that is not currently in a clip.
Name | Cost | Damage | Max Capacity | Charges | Properties |
---|---|---|---|---|---|
Small Arms | |||||
Combat Pistol | 10EC | 1d6 Piercing | 40 |
1 |
Ammunition (range 40/80), Analog, Operative |
Mk I Phaser Pistol | 25EC | 1d6 Radiant | 20 |
1 |
Ammunition (range 30/60), Nonlethal, Powered, Quick Reload, Wide Beam, Operative |
Mk II Phaser Pistol | 150EC | 2d4 Radiant | 40 |
2 |
Ammunition (range 30/60), Powered, Quick Reload, Operative, Stun |
Plasma Ray Gun | 300EC | 1d8 Plasma | 10 |
1 |
Ammunition (range 40/80), Powered, Operative |
Plasma Disruptor | 600EC | 2d6 Plasma | 40 |
2 |
Ammunition (range 60/120), Powered, Operative, Burn (1d6 Plasma) on hit for 1 round |
Spark Shooter (Pistol) | 250EC | 1d6 Lightning | 20 |
1 |
Ammunition (range 30/60), Light, Powered, Operative, Nonlethal |
Longarms | |||||
Bio Rifle | 120EC | 1d4 Piercing | 40 |
1 |
Ammunition (range 60/120), Analog, Two-Handed, Injection |
Combat Rifle | 100EC | 1d10 Piercing | 40 |
1 |
Ammunition (range 60/120), Analog, Two-Handed |
Mk I Phaser Rifle | 200EC | 1d8 Radiant | 60 |
2 |
Ammunition (range 60/120), Powered, Wide Beam, Two-Handed |
Mk II Phaser Pulse Rifle | 250EC | 2d6 Radiant | 60 |
5 |
Ammunition (range 60/120), Powered, Burst Fire, Two-Handed |
Plasma Pulse Rifle | 800EC | 2d8 Plasma | 80 |
5 |
Ammunition (range 60/120), Powered, Quick Reload, Burst Fire, Two-Handed |
Storm Rifle | 750EC | 2d6 Lightning | 60 |
5 |
Ammunition (range 60/120), Powered, Quick Reload, Stun, Two-Handed |
Sniper | |||||
Bio Sniper Rifle | 270EC | 1d4 + 2 Piercing | 10 |
1 |
Ammunition (range 120 / 300), Analog, Injection, Two-Handed |
Standard Sniper Rifle | 250EC | 1d8 Piercing | 10 |
1 |
Ammunition (range 120 / 300), Analog, Two-Handed |
Phaser Blast Rifle | 350EC | 1d8 Radiant | 20 |
2 |
Ammunition (range 200 / 400), Powered, Nonlethal, Two-Handed |
Plasma Star Rifle | 450EC | 1d8+2 Plasma | 20 |
2 |
Ammunition (range 200 / 400), Powered, Two-Handed |
Tempest's Eye Rifle | 550EC | 1d8+2 Lightning | 20 |
2 |
Ammunition (range 200 / 400), Powered, Nonlethal, Two-Handed |
Artillery |
Grenade Launcher | 150EC | - | 10 |
1 |
Ammunition (range 60/120), Heavy, Two-Handed, Capacity (6) |
Missile Launcher | 200EC | - | 5 |
1 |
Ammunition (range 100/200), Heavy, Two-Handed, Capacity (4) |
Heavy Machine Gun | 400EC | 3d4 Piercing | 40 |
1 |
Ammunition (range 50/80), Analog, Heavy, Two-Handed, Burst Fire |
Heavy Phaser Gun | 500EC | 3d6 Radiant | 40 |
2 |
Ammunition (range 40/80), Powered, Heavy, Two-Handed, Burst Fire, Recharge |
Heavy Phaser Pulse Cannon | 800EC | 3d8 Radiant | 20 |
4 |
Ammunition (range 40/80), Powered, Heavy, Two-Handed Recharge |
Heavy Plasma Pulse Cannon | 1000EC | 3d8 Plasma | 40 |
4 |
Ammunition (range 40/80), Powered, Heavy, Two-Handed, Line(50), Recharge |
Ammunition
Common ammunition is typically bought in bulk, whereas specialized items are on an individual basis. There are 3 types of ammunition: Kinetic, Grenade, and Missile. There are also 2 main types of Ammunition Storage:Clips and Energy Cells. Ammunition storage is interchangable between weapons as long as they are the same type. This means you can replace an Energy Cell (5) with an Energy Cell (20) as long as the capacity of the storage is less than or equal to the capacity of the weapon. Grenade and Missile ammunition is an exception. Weapons of these types have a set capacity with integrated storage. ClipsThe most basic ammunition storage. Kintetic weapons use this type of storage for ammunition. Energy Cell
Energy Cells are used for Powered weapons. As long as they remain undamaged they can be recharged. Many ships have recharge stations, and many civilized ports and cities offer charging or replacement services for a fee. It takes 1 minute to recharge an Energy Cell by 1. For example: an Energy Cell (5) takes 5 minutes to charge.
Ammunition Storage
Name | Cost | Rarity |
---|---|---|
Ammunition Clips | ||
Clip (10) | 10EC | Common |
Clip (20) | 25EC | Uncommon |
Clip (40) | 45EC | Rare |
Clip (60) | 70EC | Very Rare |
Energy Cells | ||
Energy Cell (5) | 25EC | Common |
Energy Cell (10) | 50EC | Common |
Energy Cell (20) | 100 EC | Uncommon |
Energy Cell (40) | 200EC | Rare |
Energy Cell (60) | 400EC | Rare |
Energy Cell (80) | 800EC | Very Rare |
Energy Cell (100) | 1000EC | Very Rare |
Ammunition Types
Name | Cost | Notes |
---|---|---|
Kinetic Ammunition | ||
Bullet (10) | 15EC | - |
Bio-Vial (10) | 50EC | Injection. The ammunition can be filled with injectible material such as poisons, medicines, etc. |
Missiles | ||
Arrow (20) | 10EC | Bows / Crossbows only. |
Explosive Arrow I (5) | 75EC | Explode (DC 12, 1d6 Piercing, 5ft diameter), Bows / Crossbows only. |
Explosive Arrow II (5) | 150EC | Explode (DC 13, 2d6 Piercing, 5ft radius), Bows / Crossbows only. |
Explosive Arrow III (5) | 250EC | Explode (DC 14, 3d6 Piercing, 15ft diameter), Bows / Crossbows only. |
Incendiary Arrow I (5) | 150EC | Additional 1d6 Fire, Bows / Crossbows only. |
Incendiary Arrow II (5) | 250EC | Explode (DC 14, 2d6 Fire, 5ft diameter), Bows / Crossbows only. |
Incendiary Arrow III (5) | 400EC | Explode (DC 15, 3d6 Fire, 5ft radius), Bows / Crossbows only. |
Cryo Arrow I (5) | 100EC | Additional 2d4 Cold, Bows / Crossbows only. |
Cryo Arrow II (5) | 200EC | Additional 3d4 Cold, Bows / Crossbows only. |
Cryo Arrow III (5) | 300EC | Explode (DC 15, 3d4 Cold, 15ft diameter), Bows / Crossbows only. |
Micro Missile | 200EC | Explode (DC 14, 1d8 Piercing and 1d6 Fire, 30ft radius), Missile Launcher Only |
Tacticle Missile | 500EC | Explode (DC 14, 3d6 Piercing and 2d6 Fire, 30ft radius), Missile Launcher Only |
Grenades
Grenades are special range weapons typically thrown and explode on impact at the target destination (usually an intersection point on a battle map). There are a wide variety of effects that can be accomplished listed in the ammunition table. A creature that succeeds on the saving throw of a grenade takes half damage if applicable and suffers no conditions or secondary effect. Proficiency with grenades adds 15 feet to both range increments and allows you to add your proficiency bonus to the ranged weapon attack roll. This special type of weapon can also be loaded into a grenade launcher as ammunition, though proficiency with grenades does not apply when using a grenade launcher. See New Combat Rules for the special rules around attacks with grenades.Grenades
Name | Cost | Notes |
---|---|---|
Kinetic | ||
Banshee Wail Mk I | 600EC | Range (20/35), Explode (DC 13; 1d6 Thunder, Deafened 1d4 rounds, 5 ft. radius, audible 100ft) |
Banshee Wail Mk II | 900EC | Range (20/35), Explode (DC 14; 2d6 Thunder, Deafened 1d4 rounds, 10 ft. radius, audible 150ft) |
Banshee Wail Mk III | 1500EC | Range (20/35), Explode (DC 16; 4d6 Thunder, Deafened 1d6 rounds, 15 ft. radius, audible 300ft) |
Thermal Detonator Mk I | 200EC | Range (20/35), Explode (DC 12; 2d6 Piercing, 10 ft. radius) |
Thermal Detonator Mk II | 400EC | Range (20/35), Explode (DC 13; 3d6 Piercing, 10 ft. radius) |
Thermal Detonator Mk III | 600EC | Range (20/35), Explode (DC 14; 4d6 Piercing, 15 ft. radius) |
Thermal Detonator Mk IV | 1000EC | Range (20/35), Explode (DC 15; 5d6 Piercing, 15 ft. radius) |
Energy | ||
Frost Grenade | 500EC | Range (20/35), Explode (DC 12; 2d4 Cold; 5 ft. radius) |
Blizzard Grenade | 1000EC | Range (20/35), Explode (DC 13; 3d4 Cold; Frozen 1d4 rounds; 10 ft. radius) |
Avalanche Grenade | 1500EC | Range (20/35), Explode (DC 15; 3d6 Cold; Frozen 1d4 rounds; 10 ft. radius) |
Mk I Flash Grenade | 200EC | Range (20/35), Explode (DC 12; blinded 1d4 rounds, 5 ft. radius) |
Mk II Flash Grenade | 400EC | Range (20/35), Explode (DC 14; blinded 1d4 rounds, 10 ft. radius) |
Mk III Flash Grenade | 800EC | Range (20/35), Explode (DC 15; blinded 1d6 rounds, 15 ft. radius) |
Pyra Grenade | 300EC | Range (20/35), Explode (DC 12; 1d6 Fire, 5 ft. radius) |
Incendiary Grenade | 600EC | Range (20/35), Explode (DC 13; 2d6 Fire, 10 ft. radius) |
Inferno Grenade | 900EC | Range (20/35), Explode (DC 14; 3d6 Fire, 10 ft. radius) |
Mk I Spark Popper | 200EC | Range (20/35), Explode (DC 12; 1d6 Lightning, 5 ft. radius) |
Mk II Spark Popper | 400EC | Range (20/35), Explode (DC 12; 2d4 Lightning, Stunned 1 round, 10 ft. radius) |
Mk III Spark Popper | 600EC | Range (20/35), Explode (DC 13; 3d4 Lightning, Stunned 1 round, 15 ft. radius) |
Mk IV Spark Popper | 800EC | Range (20/35), Explode (DC 14 radius; 4d4 Lightning, Stunned 1d4-1 rounds (min. 1), 15 ft.) |
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