Weapons in Proxima Alatheia | World Anvil

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.  

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 Properties  

Analog

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 Properties  

Agile

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 Properties  

Burst 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 Properties  

Explode

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 Properties  

Injection

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 Properties  

Line

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 Properties  

Nonlethal

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 Properties  

Operative

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
  Back to New Properties  

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 Properties  

Quick 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 Properties  

Recharge

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 Properties  

Remote 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 Properties  

Stun

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 Properties  

Wide 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 Properties  

New 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 Arms
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.  
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.   Clips
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.  

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.)

Comments

Please Login in order to comment!