Crusaders! (5e Sourcebook)/Equipment

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Rarity

Crusaders! doesn't use a wealth system like gold pieces, because balancing your finances is neither fun nor in keeping with the genre. Thus, all equipment, both mundane and extraordinary, has a rarity just like magic items do in basic D&D. The rarity of a piece of equipment describes both its power and how easily you can get your hands on it; if a rarity is not listed (it appears blank on the chart), then it's so cheap and trivial that you can automatically assume you have it within reason. Otherwise, the rarities are as follows: Commmon, Uncommon, Rare, Very Rare, Legendary, Epic, Mythic, and Unique. Suggested character levels for equipment are as follows, although the DM should use them as guidelines- not as a straitjacket.

Item Rarity Recommended Level
Common 1st or higher
Uncommon 1st or higher
Rare 3rd or higher
Very Rare 6th or higher
Legendary 9th or higher
Epic 12th or higher
Mythic 15th or higher
Unique 18th or higher

Armor

Armor Rarity Classification Armor Class (AC) Strength Stealth Weight
Light Armor
Leather - Archaic 11 + Dex - - 10 lb.
Padded - Archaic 11 + Dex - Disadvantage 10 lb.
Stab Vest, Level 1 Spikes - Modern 13 + Dex modifier (protection against melee attacks only) - - 6 lb.
Stab Vest, Level 2 Spikes - Modern 14 + Dex modifier (protection against melee attacks only) - - 8 lb.
Stab Vest, Level 3 Spikes Common Modern 15 + Dex modifier (protection against melee attacks only) - - 10 lb.
Studded Leather - Archaic 12 + Dex - - 13 lb
Type II Bulletproof Armor - Modern 14 + Dex modifier (protection against ranged attacks only) - - 8 lb.
Type IIA Bulletproof Armor - Modern 13 + Dex modifier (protection against ranged attacks only) - - 6 lb.
Type IIIA Bulletproof Armor Common Modern 15 + Dex modifier (protection against ranged attacks only) - - 10 lb.
Medium Armor
Breastplate - Archaic 14 + Dex modifier (max 2) - - 30 lb.
Chain Shirt - Archaic 13 + Dex modifier (max 2) - - 20 lb.
Half Plate Common Archaic 15 + Dex modifier (max 2) - Disadvantage 40 lb.
Hide - Archaic 12 + Dex modifier (max 2) - - 12 lb.
Law Enforcement Special Type Armor Common Modern 15 + Dex modifier (max 2) - - 16 lb.
Stab Vest, Level 1 Edged Blades - Modern 17 + Dex modifier (protection against melee attacks only) - - 15 lb.
Stab Vest, Level 2 Edged Blades - Modern 16 + Dex modifier (protection against melee attacks only) - - 18 lb.
Type III Bulletproof Armor - Modern 16 + Dex modifier (max 2, protection against ranged attacks only) - - 15 lb.
Type IV Bulletproof Armor - Modern 17 + Dex modifier (max 2, protection against ranged attacks only) - - 18 lb.
Heavy Armor
Chain Mail - Archaic 16 13 Disadvantage 55 lb.
Military Grade Special Type Armor Common Modern 18 13 Disadvantage 25 lb.
Plate Common Archaic 18 15 Disadvantage 65 lb.
Ring Mail - Archaic 14 - Disadvantage 40 lb.
Splint - Archaic 17 15 Disadvantage 60 lb.
Stab Vest, Level 3 Edged Blades Common Modern 18 (protection against melee attacks only) 13 Disadvantage 25 lb.
Shield
Shield - Archaic +2 - - 6 lb.
Shield, Oversized Uncommon Archaic +4 20 - 60 lb.

Special Armor

Armor, +1, +2, +3, or +4

You have a bonus to AC while wearing this armor. The bonus is determined by its rarity: Uncommon (+1), Rare (+2), Very Rare (+3), or Legendary (+4).

Armor of Resistance, +0, +1, +2, +3, or +4

You have a bonus to AC while wearing this armor. The bonus is determined by its rarity: Uncommon (+0), Rare (+1), Very Rare (+2), Legendary (+3), or Epic (+4). You have resistance to one type of damage while you wear this armor. Choose the damage type from the following: Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, Thunder, Water, or Wind.

Oversized Shield

An oversized shield is an exceptionally large and heavy shield designed for use by the super-strong.

Weapons

Weapon Properties

Many weapons have special properties related to their use, as shown in the Weapons table.

Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way.

Armor Piercing. Attacks with weapons or ammunition with the armor piercing trait are quite effective against armor, by either burning straight through it or passing through unsealed areas.

  • Armor Piercing (-1). Targets with natural armor or worn armor and an AC of 12 or better take a -1 penalty to AC.
  • Armor Piercing (-2). Targets with natural armor or worn armor and an AC of 14 or better take a -2 penalty to AC, in addition to the benefits of armor piercing (-1).
  • Armor Piercing (-3). Targets with natural armor or worn armor and an AC of 16 or better take a -3 penalty to AC, in addition to the benefits of armor piercing (-1) and (-2).
  • Armor Piercing (-4). Targets with natural armor or worn armor and an AC of 18 or better take a -4 penalty to AC, in addition to the benefits of armor piercing (-1), (-2), and (-3).
  • Armor Piercing (-5). Targets with natural armor or worn armor and an AC of 20 or better take a -5 penalty to AC, in addition to the benefits of armor piercing (-1), (-2), (-3), and (-4).

NB: The AC penalties do not stack together.

Burst Fire. You can make a normal single-target attack with A weapon that has the burst fire property, or you can spray an area within normal range with shots. The area can be a 10-foot cube, or a 20-foot long line that is 10 feet tall and 5 feet wide. Each creature caught in the area must succeed on a Dexterity saving throw (DC listed with the weapon's statistics), taking the weapon's normal damage on a failed save, or the weapon's minimum damage on a successful one. Firing a burst uses 10 shots of ammunition.

Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.

Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.

Oversized. An oversized weapon is sized for a Large creature. You cannot use it if you are smaller than Medium sized. You can wield an oversized weapon if you are Medium sized, but then the following rules apply:

  • You have disadvantage on attack rolls.
  • If the weapon has the light or finesse properties, you ignore them.
  • If the weapon has the versatile feature, you must wield it in two hands, but you deal damage as if you were wielding it one-handed.
  • You cannot effectively throw the weapon if it has the thrown property.

Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.

Reload. This weapon can fire more than one shots before you must reload it. A shots value in parentheses appears with this property; once you have fired that many shots, you must use an action or bonus action (your choice) to reload the weapon to full capacity.

Special. A weapon with the special property has unusual rules governing its use, explained in the weapon's description (see “Special Weapons” later in this section).

Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Two-Handed. This weapon requires two hands when you attack with it.

Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property–the damage when the weapon is used with two hands to make a melee attack.

Weapon Rarity Classification Damage Weight Properties
Simple Melee Weapons
Club - Archaic 1d4 Bludgeoning 2 lb. Light
Dagger - Archaic 1d4 Piercing 2 lb. Finesse, Light, thrown (range 20/60)
Greatclub - Archaic 1d8 Bludgeoning 10 lb. Two-handed
Handaxe - Archaic 1d6 Slashing 2 lb. Light, thrown (range 20/60)
Light Hammer - Archaic 1d6 Bludgeoning 2 lb. Light, thrown (range 20/60)
Mace - Archaic 1d6 Bludgeoning 4 lb.
Quarterstaff - Archaic 1d6 Bludgeoning 4 lb. Versatile (1d8)
Sickle - Archaic 1d4 Slashing 2 lb. Light
Spear - Archaic 1d6 Piercing 3 lb. Thrown (range 20/60), versatile (1d8)
Martial Melee Weapons
Battleaxe - Archaic 1d8 Slashing 4 lb. Versatile (1d10)
Chainaxe Uncommon Futuristic 3d8 Slashing 8 lb. Ammunition, Reload (1 hour), Versatile (4d8)
Chainsword Uncommon Futuristic 4d6 Slashing 4 lb. Ammunition, Reload (1 hour)
Flail - Archaic 1d8 Bludgeoning 2 lb.
Giant Axe Common Archaic 2d8 Slashing 16 lb. Oversized, versatile (2d10)
Giant Hammer Common Archaic 2d8 Bludgeoning 16 lb. Oversized, versatile (2d10)
Giant Spear Common Archaic 2d6 Piercing 12 lb. Oversized, reach, thrown (range 40/120), versatile (2d8)
Giant Sword Common Archaic 2d8 Slashing 12 lb. Oversized, versatile (2d10)
Glaive - Archaic 1d10 Slashing 6 lb. Heavy, reach, two-handed
Greataxe - Archaic 1d12 Slashing 7 lb. Heavy, two-handed
Greatsword - Archaic 2d6 Slashing 6 lb. Heavy, two-handed
Halberd - Archaic 1d10 Slashing 6 lb. Heavy, reach, two-handed
Heavy Chainsword Uncommon Futuristic 6d6 Slashing 8 lb. Ammunition, heavy, reload (1 hour), Two-handed
Lance - Archaic 1d12 Piercing 6 lb. Reach, special
Longsword - Archaic 1d8 Slashing 3 lb. Versatile (1d10)
Maul - Archaic 2d6 Bludgeoning 10 lb. Heavy, two-handed
Morningstar - Archaic 1d8 Piercing 4 lb.
Pike - Archaic 1d10 Piercing 6 lb. Heavy, reach, two-handed
Rapier - Archaic 1d8 Piercing 3 lb. Finesse
Power Axe Uncommon Futuristic 4d6 Slashing 6 lb. Ammunition, Reload (1 hour), Versatile (4d8)
Power Sword Uncommon Futuristic 4d6 Slashing 4 lb. Ammunition, Reload (1 hour), Versatile (4d8)
Scimitar - Archaic 1d6 Slashing 10 lb. Finesse, light
Shortsword - Archaic 1d6 Slashing 2 lb. Finesse, light
Trident - Archaic 1d6 Piercing 4 lb. Thrown (range 20/60), versatile (1d8)
War Pick - Archaic 1d8 Piercing 2 lb.
Warhammer - Archaic 1d8 Bludgeoning 2 lb. Versatile (1d10)
Whip - Archaic 1d4 Slashing 3 lb. Finesse, reach
Simple Ranged Weapons
Bonder Pistol Uncommon Futuristic special (DC 15) 2 lb. Ammunition (range 60/180), reload (15 shots)
Bonder Rifle Uncommon Futuristic special (DC 20) 5 lb. Ammunition (range 150/450), reload (30 shots)
Crossbow, Light - Archaic 1d8 Piercing 5 lb. Ammunition (range 80/320), loading, two-handed
Dart - Archaic 1d4 Piercing 1/4 lb. Finesse, thrown (range 20/60)
Shortbow - Archaic 1d6 Piercing 5 lb. Ammunition (range 80/320), two-handed
Shotgun, Double - Modern 2d8 Piercing 7 lb. Ammunition (range 60/180), reload (2 shots), two- handed
Shotgun, Pump - Modern 2d8 Piercing 9 lb. Ammunition (range 60/180), reload (5 shots), two- handed
Shotgun, Automatic - Modern 2d8 Piercing 11 lb. Ammunition (range 60/180), reload (6 shots), two- handed
Sling - Archaic 1d4 Bludgeoning - Ammunition (range 80/320)
Stunner Pistol Uncommon Futuristic special (DC 15) 2 lb. Ammunition (range 60/180), reload (10 shots)
Stunner Rifle Uncommon Futuristic special (DC 20) 5 lb. Ammunition (range 150/450), reload (20 shots)
Martial Ranged Weapons
Blowgun - Archaic 1 piercing 1 lb. Ammunition (range 25/100), loading
Bolt Pistol Uncommon Futuristic 3d10 piercing 5 lb. Ammunition (range 100/300), heavy, reload (10 shots)
Bolter Uncommon Futuristic 4d10 piercing 15 lb. Ammunition (range 160/480), heavy, reload (30 shots), two-handed
Crossbow, Hand - Archaic 1d6 Piercing 3 lb. Ammunition (range 30/120), light, loading
Crossbow, Heavy - Archaic 1d10 Piercing 18 lb. Ammunition (range 100/400), heavy, loading, two-handed
Flamethrower Common Modern 5d6 Fire 50 lb. Ammunition (range 75/120), heavy, reload (10 shots), two-handed
Heavy Machine Gun Common Modern 4d8 Piercing 80 lb. Ammunition (range 400/1,200), burst fire, heavy, Oversized, reload (100 shots), two-handed
Icer Pistol Uncommon Futuristic 4d6 cold 1 lb. Ammunition (range 80/240), reload (40 shots)
Icer Rifle Uncommon Futuristic 4d8 cold 3 lb. Ammunition (range 400/1,200), reload (80 shots), two-handed
Laser Pistol Uncommon Futuristic 4d6 radiant 1 lb. Ammunition (range 100/300), reload (50 shots)
Laser Rifle Uncommon Futuristic 4d8 radiant 3 lb. Ammunition (range 500/1,500), reload (100 shots), two-handed
Light Machine Gun Common Modern 2d12 Piercing 30 lb. Ammunition (range 400/1,200), burst fire, heavy, reload (100 shots), two-handed
Longbow - Archaic 1d8 Piercing 2 lb. Ammunition (range 150/600), two-handed
Net - Archaic - 1 lb. Special, thrown (range 5/15)
Pistol, Automatic (.25, .32, 9mm) - Modern 2d4 Piercing 1 lb. Ammunition (range 50/150), reload (18 shots)
Pistol, Automatic (.38, .40, .45, 9mm) - Modern 2d6 Piercing 2 lb. Ammunition (range 50/150), reload (15 shots)
Pistol, Automatic (.50, 10mm) Common Modern 2d8 Piercing 4 lb. Ammunition (range 50/150), reload (9 shots)
Revolver (.22) - Modern 2d4 Piercing 1 lb. Ammunition (range 40/120), reload (6 shots)
Revolver (.38) - Modern 2d6 Piercing 2 lb. Ammunition (range 40/120), reload (6 shots)
Revolver (.44) Common Modern 2d8 Piercing 4 lb. Ammunition (range 40/120), reload (6 shots)
Rifle, Automatic (5.56mm) - Modern 2d8 Piercing 7 lb. Ammunition (range 200/600), burst fire, reload (30 shots), two-handed
Rifle, Automatic (7.62mm) - Modern 2d10 Piercing 10 lb. Ammunition (range 200/600), burst fire, reload (30 shots), two-handed
Rifle, Automatic (7.62mm) Common Modern 2d12 Piercing 11 lb. Ammunition (range 300/900), burst fire, heavy, reload (20 shots), two-handed
Rifle, Hunting (.30, .44) - Modern 2d10 Piercing 7 lb. Ammunition (range 200/600), reload (8 shots), two-handed
Rifle, Hunting (.50) - Modern 2d12 Piercing 10 lb. Ammunition (range 200/600), reload (8 shots), two-handed
Weapon Rarity Classification Weight
Explosives
Dynamite, Stick - Modern 1 lb.
Grenade, 25 mm - Modern 1/2 lb.
Grenade, 40 mm - Modern 1 lb.
Grenade, Blast - Modern 1 lb.
Grenade, Chemical - Modern 2 lb.
Grenade, Fragmentation - Modern 1 lb.
Grenade, Incendiary - Modern 1 lb.
Grenade, Smoke - Modern 2 lb.
Grenade, Stun - Modern 1 lb.
Grenade Launcher, 25 mm Underbarrel - Modern 2 lb.
Grenade Launcher, 40 mm Underbarrel - Modern 3 lb.
Grenade Launcher, 25 mm - Modern 7 lb.
Grenade Launcher, 40 mm - Modern 10 lb.


Special Weapons

Weapon, +1, +2, +3, or +4

You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity: Common (+1), Uncommon (+2), Rare (+3), or Very Rare (+4).

Elemental Weapon, +0, +1, +2, +3, or +4

You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by its rarity: Common (+0), Uncommon (+1), Rare (+2), Very Rare (+3), or Legendary (+4). Additionally, this weapon deals an extra 1d6 damage whenever it hits. Choose the damage type from the following: Bludgeoning (Earth), Cold, Fire, Lightning, Thunder, Water, or Wind.

Elemental Weapon, Greater, +0, +1, +2, +3, or +4

You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by its rarity: Uncommon (+0), Rare (+1), Very Rare (+2), Legendary (+3), or Epic (+4). Additionally, this weapon deals an extra 2d6 damage whenever it hits. Choose the damage type from the following: Bludgeoning (Earth), Cold, Fire, Lightning, Thunder, Water, or Wind.

Bolt Pistol

A bolt pistol fires .75 caliber armor-piercing rocket rounds that penetrate a target then explode.

Bolter

A bolter fires .75 calibre armor-piercing rocket rounds that penetrate a target then explode. It is a bulky two-handed firearm, with a pistol-grip and no stock, designed to be wielded by humanoids with enhanced strength. These statistics represent the Godwyn Mark Vb Pattern bolter, the standard firearm of the Adeptus Astartes.

Bonder Pistol

A bonder pistol fires a fast-acting adhesive substance, subduing creatures nonlethally. A creature which is hit by a bonder pistol is restrained. A creature restrained by the adhesive can use its action to make a DC 15 Strength check. On a success, it frees itself. If a creature fails this Strength check three times in a row, it is hopelessly entangled in the substance and cannot free itself by its own power.

Bonder Rifle

A bonder pistol fires a fast-acting adhesive substance, subduing creatures nonlethally. A creature which is hit by a bonder pistol is restrained. A creature restrained by the adhesive can use its action to make a DC 20 Strength check. On a success, it frees itself. If a creature fails this Strength check three times in a row, it is hopelessly entangled in the substance and cannot free itself by its own power.

Chainaxe

A Chainaxe is a weaponised chainsaw, it takes the form of a one-handed axe with the blade being a belt of serrated teeth to cause tearing in the enemy,

Chainsword

A chainsword is a weaponized chainsaw, featuring a motorized belt of diamond-hard teeth.

Flamethrower

A device consisting of a heavy tank full of thickened fuel, worn on the back, and a flame-gun held in the hand which projects and ignites the fuel. It's useful for clearing bunkers and caves. A creature which takes damage from a flamethrower takes 1d6 fire damage at the start of each of its turns, not stacking with itself. A creature can end this damage by using its action to make a DC 15 Dexterity check to extinguish the flames.

Giant Axe

A scarily large axe.

Giant Hammer

An impractically heavy hammer.

Giant Spear

An impractically long spear.

Giant Sword

An impractically large sword, with a blade longer than a man is tall.

Grenade

Grenades are a type of explosive ordnance. You can use an action to throw a hand grenade at a either a creature or object or a a point within 60 feet of you (600 feet with a grenade launcher). If you are targeting a creature or object, make a ranged attack as usual. On a hit, the target isn't allowed a Dexterity save to reduce any damage taken.

  • 25 mm Grenade: This high-explosive grenade cannot be effectively thrown - it is only intended for use with a grenade launcher. Each creature within 20 feet of an exploding 25 mm grenade must make a DC 15 Dexterity saving throw, taking 3d6 bludgeoning damage and 3d6 fire damage on a failed save, or half as much damage on a successful one.
  • 40 mm Grenade: This high-explosive grenade cannot be effectively thrown - it is only intended for use with a grenade launcher. Each creature within 30 feet of an exploding 40 mm grenade must make a DC 18 Dexterity saving throw, taking 4d6 bludgeoning damage and 4d6 fire damage on a failed save, or half as much damage on a successful one.
  • Blast Grenade: Also known as concussion grenades, these are anti-personnel devices with a low blast radius but a high casualty radius. Each creature within 10 feet of an exploding blast grenade must make a DC 15 Dexterity saving throw or take 5d6 bludgeoning damage and be stunned until the end of its next turn. On a successful save, a creature takes half damage and isn't stunned.
  • Chemical Grenade:

A chemical grenade contains a chemical gas or other respiratory agent, releasing it on impact. The area of effect, saving throw DC, damage, etc. depends on the grenade's payload.

  • Fragmentation Grenade:

Each creature within 20 feet of an exploding fragmentation grenade must make a DC 15 Dexterity saving throw, taking 5d6 piercing damage on a failed save, or half as much damage on a successful one.

  • Incendiary Grenade:

Upon impact, an incendiary grenade releases a payload of an incendiary agent, such as thermate or Willie Pete. Each creature within 20 feet of an exploding incendiary grenade must make a DC 15 Dexterity saving throw, taking 5d6 fire damage on a failed save, or half as much damage on a successful one. A creature which takes damage from an incendiary grenade takes 1d6 fire damage at the start of each of its turns, not stacking with itself. A creature can end this damage by using its action to make a DC 15 Dexterity check to extinguish the flames.

  • Smoke Grenade:

A smoke grenade emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. The smoke persists until dispelled by wind.

  • Stun Grenade: Also known as flash grenades or flashbangs, these explosives produce a blinding flash and a deafening noise, overwhelming the senses without causing injury. Each creature within 20 feet of an exploding stun grenade must make a DC 15 Dexterity saving throw or become blinded and deafened for 1 minute. A blinded or deafened creature can end these conditions by using its action to make a DC 15 Wisdom check to re-orient itself.

Grenade Launcher

A grenade launcher is a weapon which fires grenades at long ranges. With a grenade launcher, you can use an action to fire a grenade at a either a creature or object or a a point within 600 feet of you, rather than 60 feet like you usually can.

Underbarrel Grenade Launchers

Underbarrel Grenade Launchers are systems which can be attached to a rifle. The range of an underbarrel grenade launcher is only 200 feet, but it's lighter and you don't need to carry an extra weapon around.

Heavy Chainsword

A heavy chainsword is an even larger version of the chainsword.

Heavy Machine Gun

A large, fully automatic, belt-fed firearm designed for use as a crew-served weapon. Although the gun is normally attached to a mount or fired on the ground from a bipod or tripod, a very strong individual can pick it up and use it by itself as a portable weapon.

The Oversized component of this weapon can be ignored if the user spends two full actions mounting the weapon on the ground. There are no penalties for firing from a prone position in this way.

Icer Pistol

A handgun which fires bolts of sub-zero energy, freezing whatever it hits. A creature which takes damage from an icer pistol must make a DC 15 Constitution saving throw, or be slowed until the end of its next turn. A creature can only make this save once per round, no matter how many times it's hit by an icer.

Icer Rifle

A lightweight rifle which fires bolts of sub-zero energy, freezing whatever it hits. A creature which takes damage from an icer rifle must make a DC 20 Constitution saving throw, or be slowed until the end of its next turn. A creature can only make this save once per round, no matter how many times it's hit by an icer.

Laser Pistol

The famous laser pistol is a lightweight sci-fi weapon which shoots a beam of focused light.

Laser Rifle

A laser rifle is just like a laser pistol, but it is more precise and it has a longer range.

Light Machine Gun

A light machine gun is a portable infantry support weapon system, commonly employed as a squad automatic weapon (SAW). It is belt-fed and light enough that it can be fired from the hip or on the run.

Pistol, Automatic

An automatic pisol is a semi-automatic, self-loading, magazine-fed handgun. Automatic pistols come in many different calibers; if you want to represent a model of weapon in-game which doesn't appear one the weapons chart, pick the closest set of stats and use that.

Power Axe

A power axe is an axe sheathed with an armor-piercing energy field.

Power Sword

A power sword is a sword sheathed with an armor-piercing energy field.

Revolver

A revolver is a handgun with multiple chambers and a revolving cylinder, hence the name. The same note about the myriad number of automatic pistols in existence applies for revolvers, again just use your best judgement.

Rifle, Automatic

A selective-fire rifle (meaning it can fire single-shot or burst), commonly used by militaries across the world. The stats for automatic rifles can represent shorter close-combat assault carbines, medium-size assault rifles, or heavier designated marksman rifles (DRM) used for long-range precision purposes.

Rifle, Hunting

A hunting rifle is a lever-action rifle with a long range and a big punch.

Shotgun, Double

A double shotgun is a breech loading, shoulder-fired firearm, typically used for hunting or recreational use. It has two parallel barrels, allowing you to fire two shots in quick succession. The utility and ease of fire of a shotgun makes it the weapon of choice of many novice shooters.

Shotgun, Pump

A pump action shotgun is a manually-loaded shotgun with a sliding pump which, when moved forward or backward, cycles the action of the shotgun, allowing you to fire one round after another. It is commonly used for home defense, and in the military or law enforcement as a riot gun.

Shotgun, Automatic

An automatic shotgun is a rapid-firing magazine-fed shotgun, for when you need a ton of firepower at close range. With an optional drum magazine, the reload property of this weapon changes to reload (20 shots).

Stunner Pistol

A stunner pistol fires a nonlethal pulse of energy. A creature which is hit by a stunner pistol must make a DC 15 Constitution saving throw or be stunned until the end of your next turn. A creature stunned by a stunner pistol can make another DC 15 Constitution saving throw at the start of each of its turns; on a success, it is no longer stunned. A stunned creature which is hit by a stunner pistol must make a DC 15 Constitution saving throw or fall unconscious for 1 hour.

Stunner Rifle

A stunner pistol fires a nonlethal pulse of energy. A creature which is hit by a stunner pistol must make a DC 20 Constitution saving throw or be stunned until the end of your next turn. A creature stunned by a stunner rifle can make another DC 20 Constitution saving throw at the start of each of its turns; on a success, it is no longer stunned. A stunned creature which is hit by a stunner rifle must make a DC 20 Constitution saving throw or fall unconscious for 1 hour.

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