Your class grants proficiency in certain Weapons, reflecting both the class’s focus and the tools you are most likely to use. Whether you favor a handgun or a bayonet, your weapon and your ability to wield it effectively can mean the difference between life and death.
Anti-Armor Rifle
Autocannon
Autocarbine
Grenade Launcher
Machine Gun
Pistol
Revolver
Rifle
Shotgun
Submachine Gun
Weapon |
Damage |
Ammunition |
Weight |
Properties |
Pistol |
2d6 Ballistic |
Pistol Caliber (8) |
|
Light, Range (30/60), Semi-Auto |
Revolver |
3d4 Ballistic |
Pistol Caliber (6) |
|
Light, Range (40/80), Robust |
Shotgun |
2d8 Ballistic |
Shotgun shells (5) |
|
Bayonet, Range (15/30/90), Spread, Two-Handed |
Submachine Gun |
2d6 Ballistic |
Pistol Caliber (30) |
|
Automatic, Burst, Range (40/80/160), Two-Handed |
Autocarbine |
2d8 Ballistic |
Rifle Caliber (20) |
|
Automatic, Burst, Range (60/120/480), Two-Handed |
Rifle |
2d12 Ballistic |
Rifle Caliber (5) |
|
Bayonet, Range (200/800), Robust, Two-Handed |
Machine Gun |
2d10 Ballistic |
Rifle Caliber (60) |
|
Attached, Automatic, Burst, Heavy, Range (120/240/600) |
Grenade Launcher |
4d6 Explosive |
Special (1) |
|
Explosive (5 ft.), Loading, Range (150/300) |
Anti-Armor Rifle |
6d8 Ballistic |
Special (5) |
|
Armor Penetration, Heavy, Loading, Range (400/1200) |
Autocannon |
3d12 Ballistic |
Special (30) |
|
Attached, Armor Penetration, Automatic, Burst, Heavy, Range (200/800/1200) |
Firearm Properties
All firearms have the "Ammunition" property, meaning they have to be reloaded with an action when their magazine runs dry. The amount of ammunition in each magazine is denoted in parentheses in the Ammunition column.
Attached
These weapons can be attached to vehicles or stationary positions. This requires Tinker's Tools and 1 hour of work. Depending on the situation, a difficulty check may be necessary.
Armor Penetration
Weapons with the Armor Penetration property ignore immunities and/or resistances against small arms fire commonly found on constructs such as tanks or mechs or bulletproof vests.
Automatic
Automatic weapons are able to trade accuracy for firepower. A creature wielding this type of weapon can suppress a 10 ft. cube or a 20 ft. line within short range at the cost of 10 rounds of ammunition. Each creature caught within the area must succeed on a DC 14 Dexterity saving throw or take the weapon's normal ballistic damage in addition to its Burst damage, if any.
Bayonet
Firearms with this property can be equipped with a Bayonet that deals 1d8 piercing damage.
Burst
All automatic weapons have the ability to be fired in a short burst. Before making an attack with such a weapon, its wielder can declare that the attack will be in burst fire. The attack gains a flat +5 to its ballistic damage at the cost of 3 rounds of ammunition. The burst property can only be used within the weapon's normal range.
Explosive
This weapon's ammunition explodes on impact, the radius of which is denoted in parentheses. All creatures within that area must make a DC 12 Dexterity saving throw or suffer normal weapon damage.
Heavy
This weapon is particularly unwieldy and must be mounted on half-cover or from a prone position before it can be fired. Should its wielder attack without mounting the weapon or going prone his/her attacks are made with disadvantage.
Light
A light weapon is small and easy to handle, making it possible for use when fighting with two Weapons.
Loading
Because of the time required to load this weapon, you can fire only one piece of Ammunition from it when you use an action, Bonus Action, or Reaction to fire it, regardless of the number of attacks you can normally make.
Range
A weapon that can be used to make a ranged Attack has a range in parentheses. The range lists two numbers, three if the weapon is automatic. The first is the weapon’s short range in feet and is only shown if the weapon has the 'automatic' or 'spread' property, the second indicates the weapon’s normal range and the third its long range. When attacking a target beyond normal range, you have disadvantage on the Attack roll. You can’t Attack a target beyond the weapon’s long range.
Robust
A robust weapon never misfires on a critical failure. Instead, treat a roll of 1 as a 2 on the misfire chart.
Spread
When firing a weapon that has the spread property at a target within its short range, on a hit that weapon deals double its damage dice in ballistic damage. However, when targeting a creature at long range the attack is made with disadvantage and the weapon loses one of its damage dice on a hit.
Two-Handed
This weapon requires two hands when you Attack with it, but not to carry it. For example, a creature would need both hands free to shoot with a Two-Handed firearm, but not to hold it in one hand while using the other to throw a grenade.
Misfires
On a critical failure of an attack roll, roll a 1d4 and consult the table below for the outcome of said failure.
d4 |
Outcome |
1 |
Your weapon suffers a catastrophic failure, exploding in your hands and dealing 1d4 damage. Tinker's tools and 1 hour of rest are required to repair it. |
2 |
Your weapon fails to feed the ammunition. A full action on your next turn is required to clear its chamber. |
3 |
Your weapon fails to eject its ammunition. A bonus action is required for it to be operational again. |
4 |
The weapon hits you in the face. You miss. |
Ammunition
Certain weapons only accept certain ammunition - there is no point in loading your autocarbine with a pistol caliber! Beyond the normal types listed below, some special types of ammunition have also been developed to counter the advances in bulletproof vests and armor.
- Pistol Caliber
Includes ammunition for Pistols, Revolvers, and Submachine Guns and is fairly common
- Shotgun Shells
Exclusively used for Shotguns and is fairly common
- Rifle Caliber
Includes ammunition used in Rifles, Autocarbines, and Machine Guns and is less common but still prevalent, particularly on battlefields
- Special Ammunition
Includes Grenade launcher shells and larger ammunition used in Anti-Armor Rifles and Autocannons and is rare
Advanced Ammunition
- Green Tips
Ignores the resistance to Ballistic damage commonly found on body armor and helmets
- Black Tips
Firing black tip ammunition at a construct with small arms immunity deals half damage instead
- Plutonium Rounds
Extremely rare, any weapon firing this ammunition gains a damage bonus of 2d8 Necrotic damage
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