Basic Weapons
Glossary:
- Range
- Standard range: attacks up to 10 squares as normal, or with disadvantage up to 30 squares
- Extended range: 30 squares normal, 100 disadvantage
- Thrown range: if the scale and handedness requirements are met, roll Strength to throw: the DC to reach range X is equal to X. Thus, DC 20 = 20 squares, etc.
Basic Kinetic Weapons
Weapon | Scale | Hands | Damage | Critical | Range | Clip Size | Reload | Special |
---|---|---|---|---|---|---|---|---|
Pistol | Light | 1 | d8 kinetic | 19/x2 | standard | 10 | swift | |
Submachine Gun | Medium | 2 | d8 kinetic | 19/x2 | standard | 30 | swift | Three-Round Burst, Full Auto, Spray |
Assault Rifle | Heavy | 2 | d12 kinetic | 19/x3 | extended | 24 | swift | Three-Round Burst, Full Auto, Spray |
Shotgun | Heavy | 2 | d12 kinetic | 18/x2 | standard | 8 | swift | |
Sniper Rifle | Heavy | 2 | d12 kinetic | 18/x3 | extended | 1/8 | swift/std | Sniper Scope |
Laser Pistol | Light | 1 | d8 thermal | 19/x2 | standard | 10 | swift | |
Laser SMG | Medium | 2 | d8 thermal | 19/x2 | standard | 30 | swift | Three-Round Burst, Full Auto, Spray |
Laser Rifle | Heavy | 2 | d12 thermal | 19/x3 | extended | 24 | swift | Three-Round Burst, Full Auto, Spray |
Flamethrower | Heavy | 2 | d8 thermal + same ots 3 rds | 20/x2 | 5 sq | 3 | swift | Spray |
Heavy Flamethrower | XL | 2 + back | d8 thermal + same ots 3 rds | 20/x2 | 7 sq | 30 | std | Spray (3 units each) |
Grenade Launcher | Medium | 2 | (depends on ammo) | (ammo) | standard | 5 | swift | |
Rocket Launcher | Heavy | 2 | (depends on ammo) | (ammo) | extended | 4 | swift | |
Frag Grenade | Light | 1 | burst 3/101, d8 kinetic x4, Dex half | 20/x2 | thrown | 1 | swift | |
Flashbang | Light | 1 | burst 3, blind, deaf (Con ends each), stunned 1 rd (Con neg) | - | thrown | 1 | swift | |
Thermite Grenade | Light | 1 | burst 3, d8 thermal plus same ots 4 rds | 20/x2 | thrown | 1 | swift | |
EMP Grenade | Light | 1 | burst 3, d8 EM x4, Con half | 20/x2 | thrown | 1 | swift | |
Stun Baton | Light | 1 | d8 EM damage + stun 1 rd (Con neg) | 20/x2 | melee | n/a | n/a | |
Tesla Cannon | Heavy | 2 | special targeting2, d12 EM damage + stun 1 rd (Con neg) | 20/x2 | 5 sq | 10 | swift | |
Maser | Heavy | 2 | d12 EM damage + stun 1 rd (Con neg) | 20/x2 | standard | 8 | swift | |
Specials:
- Three-Round Burst: fire 3 rounds instead of 1, gain advantage to attack roll and +2 to critical threat range.
- Full Auto: after hitting once, roll again at -5. If that hits, roll again at -10. Keep this up until you miss or run out of ammo. Each hit does normal damage.
- Spray: You can spray an entire magazine in a cone, causing normal damage to everyone in the cone, Dex half. (If you don't have a full clip, damage is pro-rated)
- Sniper Scope: if you spend an action taking a sniping stance (bracing yourself and your weapon for maximum stability, reducing movement to zero), you can set your scope to any number of multiples of standard range from 1 to 10. Until changed, the effective range is so multiplied, with the minimum range being one multiple less than the setting. Within that range, your attacks have no range penalty.
Notes:
- 1: with two radii, a burst inflicts the listed damage in the inner radius and half damage in the outer radius. oliveroliiverpololiveroliverkoliverofrrrrrrrrrrrrrrrrrrrrrrrrrr- 2: Tesla Cannons target the most conductive target within a frontal cone to the extent of range. Thus, they prefer metal targets, followed by metal-armored creatures, followed by creatures, followed by the ground. If multiple of a given type exist, the closest is preferred.
Advanced Weapons
- Plasma Pistol/SMG/Rifle etc: does thermal+kinetic damage
- Missile Launcher
Advanced Kinetic Weapons
- Explosive Rounds
- Incendiary Rounds
- Seeking Rounds
- Magnetically-Accelerated Rounds