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A fine collection of weapons from across the universe, collected and catalogued for your
convenience.
Simple Weapons
Pistol 30 Cr 1d6 Piercing 3 lb. Light, Range (40/120), Reload 8
Martial Weapons
Rifle 50 Cr 1d10 Piercing 8 lb. Range (150/500), Reload 6, Two-
Handed
Machine Gun 35 Cr 1d6 Piercing 6 lb. Range (50/150), Reload 60, Burst 6,
Scatter, Two-Handed
Chain Gun 50 Cr 1d8 Piercing 12 lb. Range (60/180), Reload 200, Burst 10,
Scatter, Two-Handed, Heavy, Brutish
Death Ray 40 Cr 1d8 Necrotic 5 lb. Range (60/180), Overheat 21 (6), Rot,
Two-Handed
Flame Thrower 50 Cr 1d6 Heat 8 lb. Spray (15), Reload 200, Burst 20, Burn,
Brutish, Two-Handed
New Traits
Overheat Every time you fire, you increase the weapon's Overheat by the number of times you
have fired before you last discharged (aka reloaded) the weapon. Firing once increases the
Overheat by 1, and firing twice increases it by 2, for a total of 3 (first shot (1) + second shot (2) =
3). Firing a third time increases the Overheat by a further 3 (1+2+3= 6). When a weapon's
Overheat reaches the listed maximum, you must use an action to discharge it, returning the
Overheat to 0.
Any turn where you do not fire, the Overheat automatically decreases by the amount listed in
parentheses next to the Overheat maximum. If you can attack more than once on your turn, you
may also forgo making one attack on your turn to activate this function without using your whole
action.
Reload You may fire this weapon a number of times equal to the Reload count before having to
take an action to reload the weapon.
Brutish Weapons with the Brutish property can use the wielder's Dexterity or Strength scores
for the weapon's attack and damage rolls.
[Note: Why Brutish? Well, making melee characters in a sci-fi game can be difficult considering
how many ranged weapons are being used all around you. In a game built to be primarily
populated by melee characters, this can get a little unbalanced, and Strength can be put on the
wayside. These weapons are a bulwark against that fate, a dependable ranged weapon option
for Strength-based characters that fit the theme of the 'heavy weapons guy' archetype]
Burst When you make an attack with this weapon, you expend this many pieces of ammunition.
Siege This weapon deals double damage to objects, structures, and vehicles.
Rot This weapon deals 1d6 additional points of Necrotic damage to creatures that are below
half health.
Burn Weapons with the Burn property deal additional damage after the initial attack ends. For a
number of rounds equal to your Strength or Dexterity modifier (whichever is higher), anyone
within the area of effect or whoever was the target of a successful attack from this weapon must
make a Dexterity saving throw or take 1d4 Heat damage at the start of their turn, ending the
effect on a success.
Scatter (Revised) When you make an attack with this weapon, you may either target a single
opponent or target a 10-foot cube within the weapon's normal range. Each opponent within the
10-foot cube must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your
Dexterity modifier (or Strength if the weapon is Brutish)).
When targeting a single opponent, you only expend half as much ammo as what is listed in
the weapon's Burst trait.
Headshot: As a bonus action, you may give a -2 to your next attack roll. If the attack hits, it
deals an additional +4 damage.
Special Weapons
Mini-Pistol: You have advantage on Dexterity (Sleight of Hand) checks made to hide this pistol
on your person
Pepper Spray: A target with eyes that is struck by Pepper Spray must make a DC 12
Constitution saving throw or be stunned until the end of its next turn.
Freeze Ray: A creature struck by the Freeze Ray reduces its speed by 5 feet (one square) until
the end of its next turn. This effect stacks, but not with other Freeze Rays. Three attacks with
one Freeze Ray counts as -15 speed, but three Freeze Rays attacking once each counts only
as -5.
Rail Gun: Creatures within 5 feet of a target struck by a Rail Gun take 1d6 Electric damage if
the attack roll of the initial attack exceeds their Armor Class
Grenade launcher: Grenade launchers are loaded with grenades, and launch them out to the
range listed for the Grenade launcher. If the target is within the launcher's long range, creatures
within the area of effect of the grenade have advantage on the saving throw made to avoid the
grenade's effects.
The grenades have the Siege trait when fired from the Grenade launcher.
Ammunition
A note on plasma batteries: Plasma batteries are loaded into the weapon and provide the
weapon with exactly as much energy as is listed. For example, a Plasma Pistol with 15 Energy
holds a plasma battery with 40 charges, meaning that 15 is not the maximum amount of energy
a Plasma Pistol can hold.
Superscience Items
Common (5 HP), Uncommon (15 HP), Rare (30 HP), Very Rare (55 HP), Legendary (90 HP)
This item is worn somewhere on your body. While wearing it, you have resistance to Heat and
Electric damage.