Weapons

Weapons

Basic

TypeDMGWeightRangeHeldReloadAmmo
Pistol1d10 piercing3 lb.150ftOne-Handed10 ShotsLight Ammo
Revolver1d12 piercing3 lb.125ftOne-Handed6 ShotsMedium Ammo
SMG3d6 piercing5 lb.125ftOne-Handed10 ShotsLight Ammo
Shotgun5d6 piercing7 lb.100ftTwo-Handed2 ShotsShotgun Shells
Assault Rifle3d8 piercing10 lb.250ftTwo-Handed10 ShotsMedium Ammo
LMG3d10 piercing15 lb.200ftTwo-Handed10 ShotsHeavy Ammo
Precision Rifle1d12 +10 piercing9 lb.300ftTwo-Handed5 ShotsHeavy Ammo
Sniper RIfle1d20 + 10 piercing10 lb.350ftTwo-Handed1 ShotExtra Heavy Ammo

Melee

WeaponDamagePropertiesSpecial
Mantis Blades2d6 slashingFinesse, LightRetractable. Gain +1 to initiative while equipped.
Monowire2d8 slashingReach, FinesseCan hit multiple targets in a 10-ft. line (Dex save DC 13 or take half).
Gorilla Arms2d10 bludgeoningHeavy, Two-handedAdd double proficiency to Strength (Athletics) checks.
Thermal Katana2d8 fireFinesse, Versatile (2d10)On crit, target takes 1d6 ongoing fire damage (save ends).
Tanto1d6 slashingFinesse, Light+1 to hit when attacking from stealth.
Electric Baton1d8 lightningFinesse, LightOn hit, target must succeed on a DC 12 Con save or be stunned until end of your next turn.
Baseball Bat1d10 bludgeoningVersatile (1d12)On crit, target must make a DC 13 Strength save or be knocked prone.
Crowbar1d8 bludgeoningVersatileAdvantage on Strength checks to pry or break objects.
Knife1d4 piercingFinesse, Light, Thrown (20/60)Can be used for stealth kills.

Pistols

WeaponTypeDamagePropertiesNotes
UnitySimple Ranged1d8 piercingLight, Reload (6), Range 40/120 ft.Standard sidearm
LibertySimple Ranged1d10 piercingReload (6), Range 50/150 ft.Higher stopping power
ArchangelMartial Ranged1d10 radiantReload (6), Range 60/180 ft., +1 to hit/damageTech-enhanced

Shotguns

WeaponTypeDamagePropertiesNotes
CarnageMartial Ranged2d8 piercingReload (2), Range 30/90 ft., ScatterDevastating at close range
M2038 TacticianMartial Ranged2d6 piercingReload (4), Range 40/100 ft., Versatile (2d8)Semi-auto shotgun
Ba Xing ChongMartial Ranged2d10 forceReload (4), Explosive, Range 30/90 ft.Smart shotgun with AoE

SMGs

WeaponTypeDamagePropertiesNotes
FenrirMartial Ranged1d8 fireAuto (burst 3), Reload (30), Range 60/180 ft.Fires incendiary rounds
Problem SolverMartial Ranged1d6 piercingAuto (burst 5), Reload (50), Range 60/180 ft.High rate of fire

Smart Weapons

WeaponTypeDamagePropertiesNotes
KongouMartial Ranged1d8 forceSmart, Reload (10), Range 60/180 ft.Ricochet rounds
SkippyMartial Ranged1d10 psychicSmart, 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

WeaponTypeDamagePropertiesNotes
Techtronika RT-46 BuryaMartial Ranged2d10 lightningCharge (1 round), Reload (4), Range 80/240 ft.Charged railgun shot
OvertureMartial Ranged2d8 piercingReload (5), Range 100/300 ft., HeavyHigh-caliber revolver

Charge: Spend an action to charge. On next turn, deal double damage.