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Professor Harvey's Expanded Armory

A fine collection of weapons from across the universe, collected and catalogued for your
convenience.

A Word from the Professor


"To call me a 'Professor' would be disingenuous. In reality, I'm merely a well-read collector.
Disregard the years of training, exploring, fighting, and killing in the name of knowledge, and I'm
exactly like you! But better. And far more pretty, I'd wager.
The weaponry so neatly organized within this document (and within the crates that
accompany this handy-dandy little guide) has been collected from a variety of cultures, each
one waging war in its own, unique way. To treat any of these weapons as anything less than a
summarization of the collective strength, courage, and fears of an entire race, entire worlds
across the universe, then you're a prick. Guns are more than just a nifty invention that blows up
the bad guys. It is thousands of years of invention, of creativity put to use defending the homes
and families of those we care about. Each one has history and a lineage, and each one is worth
a lot more than you. Remember that when you're blowing apart a jeep with your nifty new
railgun.
P.S., you're welcome for the railgun."

Using this Document


This document is meant to add more variety to the sci-fi weapons of Hyperlanes and make a
player's choice of weapon more meaningful. It makes some alterations to the existing weapons
in the Hyperlanes Core Rulebook, including the classification of weapons like the Pistol from
Martial to Simple. Some of these weapons are more powerful than the existing weapons in
Hyperlanes, so it is suggested that you give these to your players with caution. It is ultimately up
to you what weapons your players may choose from during character creation.
When equipping enemies with these weapons, keep in mind what your galaxy considers
'standard'. If plasma weapons are more common than standard ballistic or energy weapons,
give your players Overheat weapons. If those kinds of weapons are completely alien, they
should be found only in the hands of extraterrestrial creatures.

The Hyperlanes Armory

Simple Weapons
Pistol 30 Cr 1d6 Piercing 3 lb. Light, Range (40/120), Reload 8

Mini-Pistol 10 Cr 1d4 Piercing 1 lb Light, Range (30/90), Reload 6,


Special

Plasma Pistol 35 Cr 1d6 Radiation 4 lb. Light, Range (40/120), Overheat 15


(5)

Revolver 30 Cr 1d8 Piercing 4 lb. Range (40/120), Reload 6


Pepper Spray 10 Cr 1d4 Acid .5 lb. Range (5/15), Special, Reload 3

Freeze Ray 40 Cr 1d6 Cold 3 lb. Range (30/90), Special, Reload 6

Disintegration 40 Cr 1d4 Necrotic 4 lb. Range (30/90), Overheat 10 (4), Rot


Beam

Martial Weapons
Rifle 50 Cr 1d10 Piercing 8 lb. Range (150/500), Reload 6, Two-
Handed

Plasma Rifle 65 Cr 1d10 8 lb. Range (150/500), Overheat 21 (6), Two-


Radiation Handed

Sniper Rifle 75 Cr 1d12 Piercing 10 lb. Range (200/600), Loading, Headshot,


Two-Handed

Railgun 75 Cr 1d10 Piercing 35 Range (50/150), Loading, Two-Handed,


lbs. Heavy, Brutish, Siege, Special

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

Plasma 45 Cr 1d6 Radiation 6 lb. Range (50/150), Overheat 55 (10),


Repeater Scatter, Two-Handed

Atomizer 60 Cr 1d10 Necrotic 8 lb. Range (70/210), Overheat 15 (5), Siege

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

Shotgun 40 Cr 1d8 7 lb. Spray (15), Reload 8, Two-Handed,


Bludgeoning Brutish

Sawed-Off 40 Cr 1d4 4 lb. Spray (10), Reload 4, Brutish


Bludgeoning

Grenade 100 Cr Variable 10 lb. Range (60/180), Loading, Siege,


launcher Special

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.

Pistol Ammunition (24) 1 Cr Pistols, Mini-Pistols,


Revolvers

Pistol Batteries (40) 1 Cr Plasma Pistols,


Freeze Rays, Dis.
Beams,

Rifle Ammunition (18) 1 Cr Rifles, Sniper Rifles

Machine Gun 1 Cr Machine Guns,


Ammunition (120) Chain Guns

Shotgun Shells (16) 1 Cr Shotguns, Sawed-


Offs

Battery Pod (60) 1 Cr Plasma Rifles,


Plasma Repeaters,
Death Rays,
Atomizers

Rail Gun Rounds (6) 1 Cr Rail Guns


Weapon Addons

Name Cost Applicable Description


Weapons

Bipod 20 Cr (Plasma) When lying prone, the wielder adds +2


Rifles, to their ranged attack rolls
Machine Guns,
Plasma
Repeaters,
Chain Guns

Scope 20 Cr Pistols, Two- The normal range of the weapon


Handed increases by 30 feet. Paying 40 Cr for a
Ranged stronger scope increases the normal
Weapons range by 60 feet instead.

Cooling 25 Cr Plasma The rate that the Overheat cost of a


System Weapons weapon increases is reduced by one.
The first shot costs 1 Overheat, the
second costs 1, the third costs 2, the
fourth costs 3, etc..

High 10 Cr Any ranged Creatures within 5 feet of a target struck


Explosive per 20 weapon by these rounds take 1d6 Concussive
Rounds rounds damage if the attack roll of the initial
attack would exceed their AC. This
damage counts as Siege damage.

Incendiary 10 Cr Any ranged Targets hit by an Incendiary Round are


Rounds per 20 weapon subject to the Burn effect (see above).
rounds

Cryo 5 Cr Any ranged Targets hit by a Cryo Round reduce


Rounds per 20 weapon their speed by 5 feet until the end of
rounds their next turn

Anti-Matter 5 Cr Any ranged If the target hit by this attack is below


Rounds per 20 weapon half health, they take an additional 1d6
rounds Necrotic damage.

Superscience Items

Energy Shields Superscience Item (Rarity Varies), Attunement


This item is attached to either armor or a shield. Upon activation, it provides Shield Health in an
amount listed for its rarity. If you take no damage for 1 minute, your shield health will
regenerate. This effect even works while you are at 0 HP, and it will protect your body from
harm until you can be revived, meaning that damage made against shield health while you are
incapacitated does not count as a failed death save. If you have multiple sources of Shield
Health, they stack.
Shield Health takes damage before Temporary HP. Shield Health has resistance to all
physical damage (Piercing, Bludgeoning, Slashing). Shield Health is vulnerable to Radiation
damage.

Common (5 HP), Uncommon (15 HP), Rare (30 HP), Very Rare (55 HP), Legendary (90 HP)

Energy Suppressant Superscience Item (Very Rare), Attunement

This item is worn somewhere on your body. While wearing it, you have resistance to Heat and
Electric damage.

Using Shield Health


Shield Health could play an important part in your game, making energy-based weapons more
valuable. If Shield Health is common, energy weapons should be rare and highly valued. You
could build your game around the dichotomy between shields and armor, replacing some
enemies' armor with Shield Health to balance it.
In a setting where energy weapons are the most prominent and ballistic/melee weapons are the
most rare, switch the physical resistance to energy resistance (Heat, Electric, Necrotic) and
make Shields vulnerable to Piercing.
If you want an enemy to have Shield Health without increasing its CR or total health, halve the
creature's health and then add Shield Health equal to half of that value rounded up. The
creature's health (Shield Health included) will be less, but the Resistances make up for it, as if
this is done right it should be resistant to the most common forms of damage.
As a template, Shield Health looks like this:

CR +1: The creature gains 20 Shield Health

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