Weapons
Basic
Type | DMG | Weight | Range | Held | Reload | Ammo | |
---|---|---|---|---|---|---|---|
Pistol | 1d10 piercing | 3 lb. | 150ft | One-Handed | 10 Shots | Light Ammo | |
Revolver | 1d12 piercing | 3 lb. | 125ft | One-Handed | 6 Shots | Medium Ammo | |
SMG | 3d6 piercing | 5 lb. | 125ft | One-Handed | 10 Shots | Light Ammo | |
Shotgun | 5d6 piercing | 7 lb. | 100ft | Two-Handed | 2 Shots | Shotgun Shells | |
Assault Rifle | 3d8 piercing | 10 lb. | 250ft | Two-Handed | 10 Shots | Medium Ammo | |
LMG | 3d10 piercing | 15 lb. | 200ft | Two-Handed | 10 Shots | Heavy Ammo | |
Precision Rifle | 1d12 +10 piercing | 9 lb. | 300ft | Two-Handed | 5 Shots | Heavy Ammo | |
Sniper RIfle | 1d20 + 10 piercing | 10 lb. | 350ft | Two-Handed | 1 Shot | Extra Heavy Ammo |
Melee
Weapon | Damage | Properties | Special |
---|---|---|---|
Mantis Blades | 2d6 slashing | Finesse, Light | Retractable. Gain +1 to initiative while equipped. |
Monowire | 2d8 slashing | Reach, Finesse | Can hit multiple targets in a 10-ft. line (Dex save DC 13 or take half). |
Gorilla Arms | 2d10 bludgeoning | Heavy, Two-handed | Add double proficiency to Strength (Athletics) checks. |
Thermal Katana | 2d8 fire | Finesse, Versatile (2d10) | On crit, target takes 1d6 ongoing fire damage (save ends). |
Tanto | 1d6 slashing | Finesse, Light | +1 to hit when attacking from stealth. |
Electric Baton | 1d8 lightning | Finesse, Light | On hit, target must succeed on a DC 12 Con save or be stunned until end of your next turn. |
Baseball Bat | 1d10 bludgeoning | Versatile (1d12) | On crit, target must make a DC 13 Strength save or be knocked prone. |
Crowbar | 1d8 bludgeoning | Versatile | Advantage on Strength checks to pry or break objects. |
Knife | 1d4 piercing | Finesse, Light, Thrown (20/60) | Can be used for stealth kills. |
Pistols
Weapon | Type | Damage | Properties | Notes |
---|---|---|---|---|
Unity | Simple Ranged | 1d8 piercing | Light, Reload (6), Range 40/120 ft. | Standard sidearm |
Liberty | Simple Ranged | 1d10 piercing | Reload (6), Range 50/150 ft. | Higher stopping power |
Archangel | Martial Ranged | 1d10 radiant | Reload (6), Range 60/180 ft., +1 to hit/damage | Tech-enhanced |
Shotguns
Weapon | Type | Damage | Properties | Notes |
---|---|---|---|---|
Carnage | Martial Ranged | 2d8 piercing | Reload (2), Range 30/90 ft., Scatter | Devastating at close range |
M2038 Tactician | Martial Ranged | 2d6 piercing | Reload (4), Range 40/100 ft., Versatile (2d8) | Semi-auto shotgun |
Ba Xing Chong | Martial Ranged | 2d10 force | Reload (4), Explosive, Range 30/90 ft. | Smart shotgun with AoE |
SMGs
Weapon | Type | Damage | Properties | Notes |
---|---|---|---|---|
Fenrir | Martial Ranged | 1d8 fire | Auto (burst 3), Reload (30), Range 60/180 ft. | Fires incendiary rounds |
Problem Solver | Martial Ranged | 1d6 piercing | Auto (burst 5), Reload (50), Range 60/180 ft. | High rate of fire |
Smart Weapons
Weapon | Type | Damage | Properties | Notes |
---|---|---|---|---|
Kongou | Martial Ranged | 1d8 force | Smart, Reload (10), Range 60/180 ft. | Ricochet rounds |
Skippy | Martial Ranged | 1d10 psychic | Smart, Sentient, Reload (12), Range 60/180 ft. | AI-guided targeting |
Smart: Ignores cover and grants advantage on attack rolls if the target is marked by a Smart Link.
Tech Weapons
Weapon | Type | Damage | Properties | Notes |
---|---|---|---|---|
Techtronika RT-46 Burya | Martial Ranged | 2d10 lightning | Charge (1 round), Reload (4), Range 80/240 ft. | Charged railgun shot |
Overture | Martial Ranged | 2d8 piercing | Reload (5), Range 100/300 ft., Heavy | High-caliber revolver |
Charge: Spend an action to charge. On next turn, deal double damage.