Sci-Fi Weapons (5e Equipment)
Firearms
Above Stats assume modern lead-projectile firearms. For advanced weapons, some qualities change. Energy Weapons All energy Weapons are treated as magical weapons for the purpose of overcoming resistances.
Burst: Creatures within the area of effect must make a Dex Save (DC 15) or take full damage, or half as much damage on a successful one. Cone: Any creature within the area must make a Dex Save (DC 15) or take full damage, or half as much damage on a successful one.A flamethrower can instead fire as a line, doubling range to 30 feet. EM Damage: Weapon deals double damage against shields and droids. Unprotected circuitry is automatically fried. Heavy Weapon: Heavy Weapons take greater effort to aim and carry. You must have a strength score of at least 13 or treat them as improvised weapons, and taking the attack action consumes half your movement. High-Penetration: On a direct hit the weapon treats the target's damage reduction as being one quarter as effective. Fire Damage: Targets hit take one die of damage every round until flames are doused. Low-Penetration Weapon: Treats damage reduction as being twice as effective. Mounted: Weapon can only be fired from a tripod or vehicle mount. Setting up a Heavy Weapon Tripod takes four actions. Overcharge Overcharging a weapon takes an action. An overcharged Arc Caster deals 3d8 damage on its next attack, and all adjacent creatures must make a Dex Save (DC 15) or take 1d8 damage. An overcharged Hand Cannon doubles the damage dice of its next attack. An overcharged attack consumes 10 shots. Point Blank: Weapon doubles damage dice at targets within 15 feet.
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