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Equipment (Weapons and Armor)

Table: Ranged Weapons


Name Value Damage Weight Properties
Personal Firearms
Pistols
Laser pistol 17 2d6 radiant 3 lb. Ammunition (range 80/400), reload (box*), semiautomatic, light
Disruptor pistol 20 2d6 necrotic 3 lb. Ammunition (range 30/150), reload (box*), semiautomatic
Longarms
Laser rifle 19 2d8 radiant 8 lb. Ammunition (range 160/800), reload (box*), semiautomatic, two-handed
Disruptor rifle 23 2d8 necrotic 6 lb. Ammunition (range 60/300), reload (box*), semiautomatic
Plasma rifle 19 2d8 fire 8 lb. Ammunition (range 160/800), reload (50 box), automatic, two-handed
Cryonic rifle 21 2d8 cold 8 lb. Ammunition (range 40/200), reload (10 box), semiautomatic, two-handed
Concussion rifle 22 2d10 force 6 lb. Ammunition (range 40/200), reload (box*), semiautomatic, two-handed
Gravity snare 17 -- 7 lb. Ammunition (range 60/300), reload (box*), two-handed
Missile launcher 26 Varies 8 lb. Ammunition (range 300/1500), loading, two-handed
*These weapons use a universal power pack for ammunition. See description of that item.
Heavy Firearms
Rail gun 24 6d12 piercing 18 lb. Ammunition (range 200/1000), reload (10 internal), two-handed, bipod

Special Ranged Weapon Descriptions


Concussion Rifle. When you deal damage to a target with this weapon, the target must make a Strength saving throw (DC 15) or be
pushed back 10 feet. Each shot from a concussion rifle consumes 2 charges from a universal power pack.

Cryonic Rifle. When you reduce a creature to 0 hit points with this weapon, they become entombed in ice and are petrified. The petrified
condition lasts until the creature has at least 1 hit point.

Disruptor Weapons. Disruptors work by breaking down cellular cohesion. When you reduce a creature to 0 hit points with this weapon, that
creature must make a Constitution saving throw (DC 13) or be reduced to dust. For this reason, these weapons are highly illegal in most
civilized societies. Each shot from a disruptor consumes 5 charges from a universal power pack.

Gravity Snare. When you hit a creature with this weapon, that creature must make a Strength saving throw (DC 13) or be restrained. The
creature can repeat the save at the end of each of its turns. Each shot from a gravity snare consumes 2 charges from a universal power
pack.

Laser Weapons. Many different forms of technology can be used to create laser weapons, resulting in many different forms of lasers; short,
self-contained beams are as common as longer, solid stream lasers, while others produce spherical balls of energy and others fire laser
rings. The coloration and noise created by the laser may vary, but the effect is the same. Each shot from a laser weapon consumes 1 charge
from a universal power pack.

Missile Launcher. Roughly the size of a heavy rifle, the missile launcher fires explosives with independent propulsion systems, making it
ideal for use in low-gravity environments. The missile launcher’s damage varies depending upon the type of missile it fires; see Grenades
and Explosives below for ammunition.

Ammunition
Laser weapons, disruptor weapons, the concussion rifle, and the gravity snare all use an attachable universal power pack. These power
packs have 50 charges. They can be recharged with a charging station (purchase value 4), requiring 8 hours to receive a full charge.
Plasma rifles use a modified power pack that also includes a reservoir of compressed gas that the rifle converts into plasma rounds.
Each pack contains enough gas for 50 shots.
Cryonic rifles use a canister of compressed mutagen that the rifle transmits via an energy beam into the target’s body. Each canister
contains enough mutagen for 10 shots.
Rail guns fire a depleted uranium round which the gun accelerates to supersonic speeds using powerful electromagnets. These
rounds are purchased in packs of 10.

Table: Ammunition
Ammunition Charges Value Weight
Universal power pack 50 4 0.5 lb.
Plasma power pack 50 4 0.5 lb.
Cryonic mutagen 10 5 1.5 lb.
Depleted uranium round (10) — 7 5 lb.

Table: Grenades
Name Value Damage Weight Properties
Cryonic grenade 21 8d6 cold 2 lb. Thrown (range 20/50), burst 10 (DC 15), special
EMP grenade 19 5d6 lightning 2 lb. Thrown (range 20/50), burst 20 (DC 15), special
Gravitic grenade 23 6d6 force 1 lb. Thrown (range 20/50), burst 10 (DC 15), special
Psionic grenade 24 4d6 psychic 1 lb. Thrown (range 20/50), burst 10 (DC 15), special
Sonic pulse grenade 17 3d6 thunder 1 lb. Thrown (range 20/50), burst 15 (DC 12), special
Tangler grenade 15 — 1 lb. Thrown (range 20/50), burst 5 (DC 12), special

Grenades, Missiles, and Mines


Most explosives are given in the form of grenades. These grenades provide the base form for these weapons, but equivalent missiles or
mines can also exist.
When using a missile in a missile launcher, the missile launcher gains the damage and burst property of the grenade type the missile is
derived from.
Mines are treated in almost the opposite way; they lose the thrown property. A mine must be placed to be effective. A mine can be set to
trigger by proximity (when a creature enters its burst radius) or contact (when a creature enters the same 5 ft. by 5 ft. area the mine is placed
in). In addition, you can set the mine to explode on a delay of up to five rounds after the mine is triggered.
Despite differences in their form, missiles, mines, and grenades all have the same primary effect regardless of the method of delivery for
their payloads.

Special Grenades and Explosives Descriptions


Cryonic Grenade. When you reduce a creature to 0 hit points with this weapon, they become entombed in ice and are petrified. The
petrified condition lasts until the creature has at least 1 hit point.

EMP Grenade. This grenade emits an electromagnetic pulse that disables all electronic devices within its burst radius. These devices
remain inoperable until repaired. Robots and any creature with cybernetic implants who fail the saving throw against the blast are stunned
and may repeat the saving throw at the end of each of their turns to remove the stunned condition.

Gravitic Grenade. Creatures who fail their saving throw against this grenade are knocked prone as the force of gravity around them
suddenly increases.

Psionic Grenade. Creatures who fail their saving throw against this grenade cannot use any psychic powers. They can repeat the saving
throw at the end of each of their turns to regain the ability to use their psychic powers.

Sonic Pulse Grenade. When a creature fails its saving throw against this grenade, they are deafened for 1d4 rounds.

Tangler Grenade. The tangler grenade explodes in a mass of sticky foam that hardens almost instantly to restrain those caught in the burst.
A creature that fails its saving throw against the burst is restrained. It can attempt to escape on its turn as an action by making a Strength
(Athletics) check to break free. The ground within the burst radius of the grenade is considered difficult terrain as the foam remains sticky.
The tangler’s foam dissolves in 1 hour.

Table: Melee Weapons


Name Value Damage Weight Properties
Martial Melee Weapons
Beam sword 21 2d8 radiant 1 lb. Finesse, special
Concussion rod 17 1d8 bludgeoning 3 lb. —
+ 1d8 force
Vibro-blade 15 1d6 slashing + 2 lb. Finesse, light
1d6 thunder

Special Melee Weapon Descriptions


Beam Sword. This small metal handle generates a solid beam of plasma contained by a gravity-induced force field. It ignores the damage
threshold of objects with a threshold lower than 15.

Armor
Body armor comes in a variety of shapes and sizes, providing varying degrees of coverage and varying heaviness of materials.

Table: Armor
Armor Value Armor Class Strength Stealth Weight
Light Armor
Flight suit 11 12 + Dex modifier — — 2 lb.
Light combat armor 13 13 + Dex modifier — — 6 lb.

Medium Armor
Medium combat armor 15 14 + Dex modifier (max 2) — — 8 lb.

Heavy Armor
Heavy combat armor 24 19 Str 13 Disadvantage 40 lb.

Armor Modifications
Armor can be modified in various ways. To add a modification, choose a base armor, modify the purchase value of the base item according
to the modification’s instructions, and then purchase the modified item as normal. Some modifications have additional restrictions placed on
them that must be considered before making the modification.

Environmental Seal. This modification transforms any armor into a stable and insulated artificial environment. This provides the wearer with
the right amount of breathable air and external pressure to assure comfort and survival for up to eight hours, ensuring that the armor can
function in the extremes of the deep sea or deep space, along with any environment in between. Only certain types of armor can handle this
modification and those that do usually integrate a sealed helmet, body glove, and emergency air tanks to generate internal atmosphere.
Restrictions: Medium or heavy armor
Value Modifier: +4

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