User:Frenzy099
From D&D Wiki
ECE Equipment (WIP)[edit]
Page made for players to use in a friends Homebrew Campaign. Feel free use anything here (Though most things here are barrowed or altered content from this site).
ECE Armors[edit]
Light Armors[edit]
Name | Cost | Armor Class (AC) | Strength | Stealth | Weight |
---|---|---|---|---|---|
Kevlar, Light | - | 12 + Dexterity modifier | - | - | 10 lb. |
Polymer, Light | - | 13 + Dexterity modifier | - | - | 10 lb. |
Exo-Suit, Light | - | 14 + Dexterity modifier | - | - | 10 lb. |
Medium Armors[edit]
Name | Cost | Armor Class (AC) | Strength | Stealth | Weight |
---|---|---|---|---|---|
Kevlar, Medium | - | 15 + Dexterity modifier (max 2) | - | - | 10 lb. |
Polymer, Medium | - | 16 + Dexterity modifier (max 2) | - | Disadvantage | 10 lb. |
Exo-Suit, Medium | - | 17 + Dexterity modifier (max 2) | - | - | 10 lb. |
Heavy Armors[edit]
Name | Cost | Armor Class (AC) | Strength | Stealth | Weight |
---|---|---|---|---|---|
Kevlar, Heavy | - | 18 | Str 13 | Disadvantage | 10 lb. |
Polymer, Heavy | - | 19 | Str 15 | Disadvantage | 10 lb. |
Exo-Suit, Heavy | - | 20 | Str 15 | Disadvantage | 10 lb. |
Shields[edit]
Name | Cost | Armor Class (AC) | Strength | Stealth | Weight |
---|---|---|---|---|---|
Riot Shield, Light | - | +1 | - | - | 10 lb. |
Riot Shield, Medium | - | +2 | Str 13 | - | 10 lb. |
Riot Shield, Heavy | - | +3 | Str 15 | Disadvantage | 10 lb. |
ECE Weapons[edit]
These Weapons can be used medium size creatures or smaller without needing some external support, some can even be mounted as sponson weapons on vehicles or placed on structures.
ECE Infantry Weapons[edit]
Normal Melee Weapons | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Bayonet, Normal | - | 1d6 Piercing/Slashing | 1 lb. | Light, special |
Military-Baton | - | 1d8 Bludgeoning | 1.5 lb. | Crush (2), light |
Military-Hatchet | - | 1d8 Slashing | 1.5 lb. | Brutal, finesse, light |
Military-Knife | - | 1d6 Piercing | 1.5 lb. | Finesse, hidden, light, precise, thrown (range 20/60) |
Military-Knuckleduster | - | 1d6 Bludgeoning | 1.5 lb. | Crush (2), finesse, glove, light |
Military-Machete | - | 1d8 Slashing | 1.5 lb. | Finesse, light, swift |
Military-Spade | - | 1d8 Bludgeoning | 2.5 lb. | Crush (2), special |
Military-Tomahawk | - | 1d6 Slashing | 1.5 lb. | Brutal, finesse, light, thrown (range 20/60) |
Energy Melee Weapons | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Bayonet, Chain | - | 3d6 Piercing/Slashing | 1 lb. | Light, reload (30 strikes), special |
Bayonet, Power | - | 3d6 Piercing/Slashing | 1 lb. | Light, penetration (2), reload (20 strikes), special |
Bayonet, Vibro | - | 2d6 Piercing/Slashing | 1 lb. | Light, penetration (2), reload (30 strikes), special |
Chain-Axe | - | 3d8 Slashing | 4 lb. | Brutal, reload (30 strikes), versatile (3d10) |
Chain-Claws | - | 3d6 Piercing | 3 lb. | Precise, glove, reload (30 strikes) |
Chain-Glaive | - | 3d10 Slashing | 6 lb. | Heavy, reach, reload (30 strikes), swift, two-handed |
Chain-Halberd | - | 3d10 Slashing | 6 lb. | Brutal, heavy, reach, reload (30 strikes), two-handed |
Chain-Pike | - | 3d10 Piercing | 6 lb. | Heavy, precise, reach, reload (30 strikes), two-handed |
Chain-Spear | - | 3d6 Piercing | 3 lb. | Precise, reload (30 strikes), thrown (20/60), versatile (3d8) |
Chain-Sword | - | 3d8 Slashing | 3 lb. | Reload (30 strikes), swift, versatile (3d10) |
Gravity-Fist | - | 4d10 Bludgeoning | 5.5 lb. | Crush (4), glove, momentum (4d12), reload (10 strikes), special |
Gravity-Flail | - | 4d10 Bludgeoning | 5.5 lb. | Crush (4), momentum (4d12), reload (10 strikes), special, versatile (4d12) |
Gravity-Hammer | - | 4d10 Bludgeoning | 5.5 lb. | Crush (4), momentum (4d12), reload (10 strikes), special, versatile (4d12) |
Power-Axe | - | 3d8 Slashing | 4 lb. | Brutal, finnesse, penetration (2), reload (20 strikes), versatile (3d12) |
Power-Claws | - | 3d8 Piercing | 3 lb. | Finesse, glove, penetration (2), Precise, reload (20 strikes) |
Power-Glaive | - | 3d10 Slashing | 6 lb. | Heavy, penetration (2), reach, reload (20 strikes), swift, two-handed |
Power-Halberd | - | 3d10 Slashing | 6 lb. | Brutal, heavy, penetration (2), reach, reload (20 strikes), two-handed |
Power-Pike | - | 3d10 Piercing | 6 lb. | Heavy, penetration (2), precise, reach, reload (20 strikes), two-handed |
Power-Spear | - | 3d8 Piercing | 3 lb. | Finesse, penetration (2), precise, reload (20 strikes), thrown (20/60), versatile (3d12) |
Power-Sword | - | 3d8 Slashing | 3 lb. | Finnesse, penetration (2), reload (20 strikes), swift, versatile (3d12) |
Thruster-Fist | - | 2d10 Bludgeoning | 5.5 lb. | Crush (4), glove, momentum (2d12), reload (15 strikes) |
Thruster-Flail | - | 2d10 Bludgeoning | 5.5 lb. | Crush (4), momentum (2d12), reload (15 strikes), versatile (2d12) |
Thruster-Hammer | - | 2d10 Bludgeoning | 5.5 lb. | Crush (4), momentum (2d12), reload (15 strikes), versatile (2d12) |
Vibro-Axe | - | 2d8 Slashing | 3 lb. | Brutal, finesse, light, penetration (2), reload (30 strikes), versatile (2d10) |
Vibro-Claws | - | 2d6 Piercing | 2 lb. | Finesse, glove, light, penetration (2), Precise, reload (30 strikes) |
Vibro-Glaive | - | 2d10 Slashing | 5 lb. | penetration (2), reach, reload (30 strikes), swift, two-handed |
Vibro-Halberd | - | 2d10 Slashing | 5 lb. | Brutal, penetration (2), reach, reload (30 strikes), two-handed |
Vibro-Pike | - | 2d10 Piercing | 5 lb. | penetration (2), precise, reach, reload (30 strikes), two-handed |
Vibro-Spear | - | 2d6 Piercing | 2 lb. | Finesse, light, penetration (2), precise, reload (30 strikes), thrown (20/60), Versatile (2d8) |
Vibro-Sword | - | 2d8 Slashing | 2 lb. | Finesse, light, penetration (2), reload (30 strikes), swift, versatile (2d10) |
Specialized Melee Weapons | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Kinetic Staff | - | 2d6 Force | 2 lb. | Charging (2d6 or 2d8 if two-handed), light, versatile (2d8) |
Mono Sabre | - | 2d8 Slashing | 1.5 lb. | Finesse, light, penetration (4), swift |
Taser Goad | - | 2d12 Lightning | 6 lb. | Charging (2d12), two-handed |
Taser Rod | - | 2d8 Lightning | 4 lb. | Charging (2d8 or 2d10 if two-handed), versatile (2d10) |
Exotic Melee Weapons | Cost | Damage | Weight | Properties |
---|---|---|---|---|
(Dwarven) Breaker | - | 1d8 Bludgeoning | 2 lb. | Crush (2), heavy, versatile (1d10) |
(Dwarven) Chopper | - | 1d8 Slashing | 2 lb. | heavy, versatile (1d10) |
(Dwarven) Mauler | - | 1d12 Bludgeoning | 10 lb. | Crush (2), heavy, two-handed |
(Dwarven) Quarreller | - | 1d8 Piercing | 2 lb. | Heavy, penetration (1), versatile (1d10) |
(Elven) Crecent Moon | - | 1d6 Slashing | 3 lb. | Finesse, light, swift |
(Elven) Sting Star | - | 1d8 Piercing | 2 lb. | Finesse, penetration (1), swift |
(Orcish) Dread Stake | - | 1d6 Piercing | 3 lb. | Brutal, heavy, thrown (20/60 versatile (1d8) |
(Orcish) Gore Razor | - | 1d8 Slashing | 4 lb. | Brutal, heavy, versatile (1d10) |
(Orcish) Gore Cleaver | - | 2d6 Slashing | 7 lb. | Brutal, heavy, two-handed |
(Orcish) Pain Lash | - | 1d4 Slashing | 4 lb. | Brutal, reach |
Normal Range Weapons | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Compound-Bow | - | 1d8 Piercing | 2 lb. | Ammunition (range 150/600), precise, two-handed |
Compound-Crossbow (Normal) | - | 1d10 Piercing | 5 lb. | Ammunition (range 100/400), precise, reload, two-handed |
Compound-Crossbow (Hand) | - | 1d6 Piercing | 5 lb. | Ammunition (range 30/120), light, precise, reload |
Compound-Slingshot | - | 1d6 Bludgeoning | 3.5 lb. | Ammunition (range 80/420), crush (2), reload |
Ballistic Range Weapons | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Anti-Material Rifle, Powder | - | 2d12 Piercing | 30 lb. | Ammunition (range 220/880), heavy, penetration (2), precise, stabilizing, reload (10 shots), two-handed |
Anti-Material Rifle, Coil | - | 3d12 Piercing | 30 lb. | Ammunition (range 240/960), charging (1d12), heavy, penetration (3), precise, stabilizing, reload (10 shots), two-handed |
Anti-Material Rifle, Rail | - | 4d12 Piercing | 30 lb. | Ammunition (range 260/1040), charging (2d12), heavy, overheating (1), penetration (4), precise, stabilizing, reload (10 shots), two-handed |
Assault Rifle, Powder | - | 2d8 Piercing | 8 lb. | Ammunition (range 80/320), burst fire, rapid fire (1), reload (30 shots), short Burst (2), two-handed |
Assault Rifle, Coil | - | 3d8 Piercing | 8 lb. | Ammunition (range 100/400), burst fire, charging (1d8), penetration (1), rapid fire (1) reload (30 shots), short Burst (3), two-handed |
Assault Rifle, Rail | - | 4d8 Piercing | 8 lb. | Ammunition (range 120/480), burst fire, charging (2d8), overheating (2), penetration (2), rapid fire (1), reload (30 shots), short Burst (4), two-handed |
Battle Rifle, Powder | - | 2d10 Piercing | 10 lb. | Ammunition (range 120/480), burst fire, penetration (1), reload (20 shots), short Burst (2), two-handed |
Battle Rifle, Coil | - | 3d10 Piercing | 10 lb. | Ammunition (range 140/560), burst fire, charging (1d10), penetration (2), reload (20 shots), short Burst (3), two-handed |
Battle Rifle, Rail | - | 4d10 Piercing | 10 lb. | Ammunition (range 160/640), burst fire, charging (2d10), penetration (3), overheating (1), reload (20 shots), short Burst (4), two-handed |
Hunting Rifle, Powder | - | 2d10 Piercing | 10 lb. | Ammunition (range 120/480), penetration (1), precise, reload (20 shots), two-handed |
Hunting Rifle, Coil | - | 3d10 Piercing | 10 lb. | Ammunition (range 140/560), charging (1d10), penetration (2), precise, reload (20 shots), two-handed |
Hunting Rifle, Rail | - | 4d10 Piercing | 10 lb. | Ammunition (range 160/640), charging (2d10), overheating (1), penetration (3), precise, reload (20 shots), two-handed |
Machinegun (Light), Powder | - | 2d8 Piercing | 13 lb. | Ammunition (range 80/320), burst fire, rapid fire (2), reload (60 shots), short Burst (2), stabilizing, two-handed |
Machinegun (Light), Coil | - | 3d8 Piercing | 13 lb. | Ammunition (range 100/400), burst fire, charging (1d10), penetration (1), rapid fire (2), reload (60 shots), short Burst (3), stabilizing, two-handed |
Machinegun (Light), Rail | - | 4d8 Piercing | 13 lb. | Ammunition (range 120/480), burst fire, charging (2d10), overheating (3), penetration (2), rapid fire (2), reload (60 shots), short Burst (4), stabilizing, two-handed |
Machinegun (Medium), Powder | - | 2d10 Piercing | 17 lb. | Ammunition (range 120/480), burst fire, penetration (1), rapid fire (1), reload (60 shots), short Burst (2), stabilizing, two-handed |
Machinegun (Medium), Coil | - | 3d10 Piercing | 17 lb. | Ammunition (range 140/560), burst fire, charging (1d10), penetration (2), rapid fire (1), reload (60 shots), short Burst (3), stabilizing, two-handed |
Machinegun (Medium), Rail | - | 4d10 Piercing | 17 lb. | Ammunition (range 160/640), burst fire, charging (2d10), overheating (2), penetration (3), rapid fire (1), reload (60 shots), short Burst (4), stabilizing, two-handed |
Machinegun (Heavy), Powder | - | 2d12 Piercing | 84 lb. | Ammunition (range 180/640), Assemble (P: 3, W: 28), burst fire, deployable (HP: 15, AC: 13), penetration (1), rapid fire (2), reload (60 shots), short Burst (2) |
Machinegun (Heavy), Coil | - | 3d12 Piercing | 84 lb. | Ammunition (range 200/800), Assemble (P: 3, W: 28), burst fire, charging (1d12), deployable (HP: 15, AC: 13), penetration (2), rapid fire (2), reload (60 shots), short Burst (3) |
Machinegun (Heavy), Rail | - | 4d12 Piercing | 84 lb. | Ammunition (range 220/880), Assemble (P: 3, W: 28), burst fire, charging (2d12), deployable (HP: 15, AC: 13), overheating (3), penetration (3), rapid fire (2), reload (60 shots), short Burst (4) |
Pistol, Powder | - | 2d6 Piercing | 3 lb. | Ammunition (range 30/120), hidden, light, reload (15 shots), short Burst (2) |
Pistol, Coil | - | 3d6 Piercing | 3 lb. | Ammunition (range 45/180), charging (1d6), hidden, light, penetration (1), reload (15 shots), short Burst (3) |
Pistol, Rail | - | 4d6 Piercing | 3 lb. | Ammunition (range 60/240), charging (2d6), hidden, light, overheating (1), penetration (2), reload (15 shots), short Burst (4) |
Revolver, Powder | - | 2d8 Piercing | 3 lb. | Ammunition (range 30/120), light, reload (6 shots) |
Revolver, Coil | - | 3d8 Piercing | 3 lb. | Ammunition (range 45/180), charging (1d8), light, penetration (1), reload (6 shots) |
Revolver, Rail | - | 4d8 Piercing | 3 lb. | Ammunition (range 60/240), charging (2d8), light, overheating (1), penetration (2), reload (6 shots) |
Shotgun (Normal), Powder | - | 2d10 Piercing | 7 lb. | Ammunition (range 30/120), penetration (1), reload (12 shots), scatter (line 10), short Burst (2), two-handed |
Shotgun (Normal), Coil | - | 3d10 Piercing | 7 lb. | Ammunition (range 45/180), charging (1d10), penetration (2), reload (12 shots), scatter (line 10), short Burst (3), two-handed |
Shotgun (Normal), Rail | - | 4d10 Piercing | 7 lb. | Ammunition (range 60/240), charging (2d10), overheating (1), penetration (3), reload (12 shots), scatter (line 10), short Burst (4), two-handed |
Shotgun (Hand), Powder | - | 2d8 Piercing | 7 lb. | Ammunition (range 10/40), light, reload (12 shots), scatter (line 10), short Burst (2) |
Shotgun (Hand), Coil | - | 3d8 Piercing | 7 lb. | Ammunition (range 20/60), light, charging (1d8), penetration (1), reload (12 shots), scatter (line 10), short Burst (3) |
Shotgun (Hand), Rail | - | 4d8 Piercing | 7 lb. | Ammunition (range 30/120), light, charging (2d8), overheating (1), penetration (2), reload (12 shots), scatter (line 10), short Burst (4) |
Sniper Rifle, Powder | - | 2d10 Piercing | 12 lb. | Ammunition (range 180/640), penetration (1), precise, reload (10 shots), stabilizing, two-handed |
Sniper Rifle, Coil | - | 3d10 Piercing | 12 lb. | Ammunition (range 200/800), charging (1d10), penetration (2), precise, reload (10 shots), stabilizing, two-handed |
Sniper Rifle, Rail | - | 4d10 Piercing | 12 lb. | Ammunition (range 220/880), charging (2d10), overheating (1), penetration (3), precise, reload (10 shots), stabilizing, two-handed |
Sub Machinegun, Powder | - | 2d6 Piercing | 3 lb. | Ammunition (range 30/120), light, rapid fire (1), reload (15 shots), short Burst (2) |
Sub Machinegun, Coil | - | 3d6 Piercing | 3 lb. | Ammunition (range 45/180), charging (1d4), light, penetration (1), rapid fire (1), reload (15 shots), short Burst (3) |
Sub Machinegun, Rail | - | 4d6 Piercing | 3 lb. | Ammunition (range 60/240), charging (2d4), light, overheating (2), rapid fire (1), penetration (2), reload (15 shots), short Burst (4) |
Energy Range Weapons | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Anti-Material Rifle, Laser | - | 3d12 Radiant | 28 lb. | Ammunition (range 240/960), charging (3d12), heavy, overheating (3), penetration (3), precise, stabilizing, reload (10 shots), two-handed |
Anti-Material Rifle, Plasma | - | 4d12 Lightning | 28 lb. | Ammunition (range 240/960), charging (2d12), heavy, overheating (2), penetration (3), precise, stabilizing, reload (5 shots), two-handed |
Anti-Material Rifle, Antimatter | - | 5d12 Necrotic | 28 lb. | Ammunition (range 260/1040), charging (5d12), heavy, overheating (1), penetration (4), Precise, stabilizing, reload (1 shots), two-handed |
Assault Rifle, Laser | - | 3d8 Radiant | 7 lb. | Ammunition (range 100/400), burst fire, charging (3d8), overheating (3), penetration (1), rapid fire (1), reload (30 shots), short Burst (3), two-handed |
Assault Rifle, Plasma | - | 4d8 Lightning | 7 lb. | Ammunition (range 100/400), burst fire, charging (2d8), overheating (2), penetration (1), rapid fire (1), reload (25 shots), short Burst (4), two-handed |
Assault Rifle, Antimatter | - | 5d8 Necrotic | 7 lb. | Ammunition (range 120/480), burst fire, charging (5d8), overheating (1), penetration (2), rapid fire (1), reload (20 shots), short Burst (5), two-handed |
Battle Rifle, Laser | - | 3d10 Radiant | 9 lb. | Ammunition (range 140/560), burst fire, charging (3d8), overheating (3), penetration (2), reload (20 shots), short Burst (2), two-handed |
Battle Rifle, Plasma | - | 4d10 Lightning | 9 lb. | Ammunition (range 140/560), burst fire, charging (2d8), overheating (2), penetration (2), reload (15 shots), short Burst (2), two-handed |
Battle Rifle, Antimatter | - | 5d10 Necrotic | 9 lb. | Ammunition (range 160/640), burst fire, charging (5d8), overheating (1), penetration (3), reload (10 shots), short Burst (2), two-handed |
Hunting Rifle, Laser | - | 3d10 Radiant | 10 lb. | Ammunition (range 140/560), charging (3d10), overheating (3), penetration (2), precise, reload (20 shots), two-handed |
Hunting Rifle, Plasma | - | 4d10 Lightning | 10 lb. | Ammunition (range 140/560), charging (2d10), overheating (2), penetration (2), precise, reload (15 shots), two-handed |
Hunting Rifle, Antimatter | - | 5d10 Necrotic | 10 lb. | Ammunition (range 160/640), charging (5d10), overheating (1), penetration (3), precise, reload (10 shots), two-handed |
Machinegun (Light), Laser | - | 3d8 Radiant | 11 lb. | Ammunition (range 100/400), burst fire, charging (3d8), overheating (3), penetration (1), rapid fire (2), reload (60 shots), short Burst (3), stabilizing, stabilizing, two-handed |
Machinegun (Light), Plasma | - | 4d8 Lightning | 11 lb. | Ammunition (range 100/400), burst fire, charging (2d8), overheating (2), penetration (1), rapid fire (2), reload (55 shots), short Burst (4), stabilizing, two-handed |
Machinegun (Light), Antimatter | - | 5d8 Necrotic | 11 lb. | Ammunition (range 120/480), burst fire, charging (5d8), overheating (1), penetration (2), rapid fire (2), reload (50 shots), short Burst (5), stabilizing, two-handed |
Machinegun (Medium), Laser | - | 3d10 Radiant | 15 lb. | Ammunition (range 140/560), burst fire, charging (3d10), overheating (3), penetration (2), rapid fire (1), reload (60 shots), short Burst (3), stabilizing, two-handed |
Machinegun (Medium), Plasma | - | 4d10 Lightning | 15 lb. | Ammunition (range 140/560), burst fire, charging (2d10), overheating (2), penetration (2), rapid fire (1), reload (55 shots), short Burst (4), stabilizing, two-handed |
Machinegun (Medium), Antimatter | - | 5d10 Necrotic | 15 lb. | Ammunition (range 160/640), burst fire, charging (5d10), overheating (1), penetration (3), rapid fire (1), reload (50 shots), short Burst (5), stabilizing, two-handed |
Machinegun (Heavy), Laser | - | 3d12 Radiant | 81 lb. | Ammunition (range 200/800), assemble (P: 3, W: 27), burst fire, charging (3d12), deployable (HP: 15, AC: 13), overheating (3), penetration (2), rapid fire (2), reload (60 shots), short Burst (3) |
Machinegun (Heavy), Plasma | - | 4d12 Lightning | 81 lb. | Ammunition (range 200/800), assemble (P: 3, W: 27), burst fire, charging (2d12), deployable (HP: 15, AC: 13), overheating (2), penetration (2), rapid fire (2), reload (55 shots), short Burst (4) |
Machinegun (Heavy), Antimatter | - | 5d12 Necrotic | 81 lb. | Ammunition (range 220/880), assemble (P: 3, W: 27), burst fire, charging (5d12), deployable (HP: 15, AC: 13), overheating (1), penetration (3), rapid fire (2), reload (50 shots), short Burst (5) |
Pistol, Laser | - | 3d6 Radiant | 2 lb. | Ammunition (range 45/180), charging (3d6), hidden, light, overheating (3), penetration (1), reload (15 shots), short Burst (3) |
Pistol, Plasma | - | 4d6 Lightning | 2 lb. | Ammunition (range 45/180), charging (2d6), hidden, light, overheating (2), penetration (1), reload (10 shots), short Burst (4) |
Pistol, Antimatter | - | 5d6 Necrotic | 2 lb. | Ammunition (range 60/240), charging (5d6), hidden, light, overheating (1), penetration (2), reload (5 shots), short Burst (5) |
Revolver, Laser | - | 3d8 Radiant | 2 lb. | Ammunition (range 45/180), charging (3d8), light, overheating (3), penetration (1), reload (6 shots) |
Revolver, Plasma | - | 4d8 Lightning | 2 lb. | Ammunition (range 45/180), charging (2d8), light, overheating (2), penetration (1), reload (3 shots) |
Revolver, Antimatter | - | 5d8 Necrotic | 2 lb. | Ammunition (range 60/240), charging (5d8), light, overheating (1), penetration (2), reload (1 shots) |
Shotgun (Normal), Laser | - | 3d10 Radiant | 6 lb. | Ammunition (range 45/180), charging (3d10), overheating (3), penetration (2), reload (12 shots), scatter (line 10), short Burst (3), two-handed |
Shotgun (Normal), Plasma | - | 4d10 Lightning | 6 lb. | Ammunition (range 45/180), charging (2d10), overheating (2), penetration (2), reload (9 shots), scatter (line 10), short Burst (4), two-handed |
Shotgun (Normal), Antimatter | - | 5d10 Necrotic | 6 lb. | Ammunition (range 60/220), charging (5d10), overheating (1), penetration (3), reload (6 shots), scatter (line 10), short Burst (5), two-handed |
Shotgun (Hand), Laser | - | 3d8 Radiant | 6 lb. | Ammunition (range 10/40), charging (3d8), light, overheating (3), penetration (1), reload (12 shots), scatter (line 10), short Burst (3) |
Shotgun (Hand), Plasma | - | 4d8 Lightning | 6 lb. | Ammunition (range 20/120), charging (2d8), light, overheating (2), penetration (1), reload (9 shots), scatter (line 10), short Burst (4) |
Shotgun (Hand), Antimatter | - | 5d8 Necrotic | 6 lb. | Ammunition (range 30/120), charging (5d8), light, overheating (1), penetration (2), reload (6 shots), scatter (line 10), short Burst (5) |
Sniper Rifle, Laser | - | 3d10 Radiant | 10 lb. | Ammunition (range 200/800), charging (3d10), overheating (3), penetration (2), precise, reload (10 shots), stabilizing, two-handed |
Sniper Rifle, Plasma | - | 4d10 Lightning | 10 lb. | Ammunition (range 200/800), charging (2d10), overheating (2), penetration (2), precise, reload (5 shots), stabilizing, two-handed |
Sniper Rifle, Antimatter | - | 5d10 Necrotic | 10 lb. | Ammunition (range 220/880), charging (5d10), overheating (1), penetration (3), precise, reload (1 shots), stabilizing, two-handed |
Sub Machinegun, Laser | - | 3d6 Radiant | 2 lb. | Ammunition (range 45/180), charging (3d4), light, overheating (3), penetration (1), rapid fire (1), reload (15 shots), short Burst (3) |
Sub Machinegun, Plasma | - | 4d6 Lightning | 2 lb. | Ammunition (range 45/180), charging (2d4), light, overheating (2), penetration (1), rapid fire (1), reload (10 shots), short Burst (4) |
Sub Machinegun, Antimatter | - | 5d6 Necrotic | 2 lb. | Ammunition (range 60/240), charging (5d4), light, overheating (1), penetration (2), rapid fire (1), reload (5 shots), short Burst (5) |
Exlosive Range Weapons | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Bomb, Concussion | - | 6d6 Thunder | 3 lb. | Blast (radius 20), concussion, special, thrown (range 30) |
Bomb, Flare | - | 2d6 Fire | 3 lb. | Blast (radius 20), flare, special, thrown (range 30) |
Bomb, Fragmentation | - | 10d6 Piercing | 3 lb. | Blast (radius 20), special, thrown (range 30) |
Bomb, Gas | - | 6d6 Poison | 3 lb. | Blast (radius 20), gas, special, thrown (range 30) |
Bomb, Incendiary | - | 6d6 Fire | 3 lb. | Blast (radius 20), incendiary, special, thrown (range 30) |
Bomb, Pulse | - | 6d6 Lightning | 3 lb. | Blast (radius 20), pulse, special, thrown (range 30) |
Bomb, Smoke | - | - | 3 lb. | Blast (radius 20), smoke, special, thrown (range 30) |
Grenade, Concussion | - | 3d6 Thunder | 1.5 lb. | Blast (radius 20), concussion, special, thrown (range 60) |
Grenade, Flare | - | 1d6 Fire | 1.5 lb. | Blast (radius 5), flare, special, thrown (range 60) |
Grenade, Fragmentation | - | 5d6 Piercing | 1.5 lb. | Blast (radius 20), special, thrown (range 60) |
Grenade, Gas | - | 3d6 Poison | 1.5 lb. | Blast (radius 20), gas, special, thrown (range 60) |
Grenade, Incendiary | - | 3d6 Fire | 1.5 lb. | Blast (radius 20), incendiary, special, thrown (range 60) |
Grenade, Pulse | - | 3d6 Lightning | 1.5 lb. | Blast (radius 20), pulse, special, thrown (range 60) |
Grenade, Smoke | - | - | 1.5 lb. | Blast (radius 20 ft.), smoke, special, thrown (range 60) |
Grenade Launcher, Multiple | - | Special | 12 lb. | Ammunition (range 120), reload (6 shots), special, two-handed |
Grenade Launcher (Normal), Single | - | Special | 7 lb. | Ammunition (range 120), reload (1 shots), special, two-handed |
Grenade Launcher (Underbarrel), Single | - | Special | 2 lb. | Ammunition (range 120), light, reload (1 shots), special |
Mine, Concussion | - | 3d6 Thunder | 3 lb. | Blast (radius 20), concussion, special |
Mine, Flare | - | 1d6 Fire | 3 lb. | Blast (radius 20), flare, special |
Mine, Fragmentation | - | 5d6 Piercing | 3 lb. | Blast (radius 20), special |
Mine, Gas | - | 3d6 Poison | 3 lb. | Blast (radius 20), gas, special |
Mine, Incendiary | - | 3d6 Fire | 3 lb. | Blast (radius 20), incendiary, special |
Mine, Pulse | - | 3d6 Lightning | 3 lb. | Blast (radius 20), pulse, special |
Mine, Smoke | - | - | 3 lb. | Blast (radius 20), smoke, special |
Mortar (Light) | - | Special | 19 lb. | Ammunition (range 180), deployable (HP: 10, AC: 12), reload (1 shots), special |
Mortar (Medium) | - | Special | 78 lb. | Ammunition (range 240), Assemble (P: 3, W: 28), deployable (HP: 20, AC: 14), reload (1 shots), special |
Missile Launcher | - | Special | 24 lb. | Ammunition (range 180), reload (1 shots), seeking, special, stabilizing, special, two-handed |
Rocket Launcher | - | Special | 28 lb. | Ammunition (range 180), reload (1 shots), special, stabilizing, special, two-handed |
Fuel Range Weapons | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Bile-Pistol | - | 3d6 Poison | 4 lb. | Ammunition (range 15), light, reload (15 shots), Torrent |
Bile-Fusil | - | 4d6 Poison | 10 lb. | Ammunition (range 30), overheating (2), reload (10 shots), torrent, two-handed |
Bile-Cannon | - | 5d6 Poison | 30 lb. | Ammunition (range 60), heavy, overheating (1), reload (5 shots), stabilizing, torrent, two-handed |
Chem-Pistol | - | 3d6 Acid | 4 lb. | Ammunition (range 15), light, reload (15 shots), torrent |
Chem-Fusil | - | 4d6 Acid | 10 lb. | Ammunition (range 30), overheating (2), reload (10 shots), torrent, two-handed |
Chem-Cannon | - | 5d6 Acid | 30 lb. | Ammunition (range 60), heavy, overheating (1), reload (5 shots), stabilizing, torrent, two-handed |
Fel-Pistol | - | 3d6 Necrotic | 4 lb. | Ammunition (range 15), light, reload (15 shots), torrent |
Fel-Fusil | - | 4d6 Necrotic | 10 lb. | Ammunition (range 30), overheating (2), reload (10 shots), torrent, two-handed |
Fel-Cannon | - | 5d6 Necrotic | 30 lb. | Ammunition (range 60), heavy, overheating (1), reload (5 shots), stabilizing, torrent, two-handed |
Flame-Pistol | - | 3d6 Fire | 4 lb. | Ammunition (range 15), light, reload (15 shots), torrent |
Flame-Fusil | - | 4d6 Fire | 10 lb. | Ammunition (range 30), overheating (2), reload (10 shots), torrent, two-handed |
Flame-Cannon | - | 5d6 Fire | 30 lb. | Ammunition (range 60), heavy, overheating (1), reload (5 shots), stabilizing, torrent, two-handed |
Frost-Pistol | - | 3d6 Cold | 4 lb. | Ammunition (range 15), light, reload (15 shots), torrent |
Frost-Fusil | - | 4d6 Cold | 10 lb. | Ammunition (range 30), overheating (2), reload (10 shots), torrent, two-handed |
Frost-Cannon | - | 5d6 Cold | 30 lb. | Ammunition (range 60), heavy, overheating (1), reload (5 shots), stabilizing, torrent, two-handed |
Lumine-Pistol | - | 3d6 Radiant | 4 lb. | Ammunition (range 15), light, reload (15 shots), torrent |
Lumine-Fusil | - | 4d6 Radiant | 10 lb. | Ammunition (range 30), overheating (2), reload (10 shots), torrent, two-handed |
Lumine-Cannon | - | 5d6 Radiant | 30 lb. | Ammunition (range 60), heavy, overheating (1), reload (5 shots), stabilizing, torrent, two-handed |
Sonic-Pistol | - | 3d6 Thunder | 4 lb. | Ammunition (range 15), light, reload (15 shots), torrent |
Sonic-Fusil | - | 4d6 Thunder | 10 lb. | Ammunition (range 30), overheating (2), reload (10 shots), torrent, two-handed |
Sonic-Cannon | - | 5d6 Thunder | 30 lb. | Ammunition (range 60), heavy, overheating (1), reload (5 shots), stabilizing, torrent, two-handed |
Volt-Pistol | - | 3d6 Lightning | 4 lb. | Ammunition (range 15), light, reload (15 shots), torrent |
Volt-Fusil | - | 4d6 Lightning | 10 lb. | Ammunition (range 30), overheating (2), reload (10 shots), torrent, two-handed |
Volt-Cannon | - | 5d6 Lightning | 30 lb. | Ammunition (range 60), heavy, overheating (1), reload (5 shots), stabilizing, torrent, two-handed |
Specialized Range Weapons | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Maser Pistol | - | 4d6 Fire | 13 lb. | Ammunition (range 30/90), charging (4d6), deflagrate, light, overheating (3), penetration (1), reload (15 shots) |
Maser Carabine | - | 4d8 Fire | 13 lb. | Ammunition (range 60/180), charging (4d8), deflagrate, overheating (3), penetration (1), reload (15 shots), two-handed |
Maser Caliver | - | 4d10 Fire | 17 lb. | Ammunition (range 120/360), charging (4d10), deflagrate, heavy, overheating (2), penetration (2), reload (10 shots), two-handed |
Maser Culverin | - | 4d12 Fire | 28 lb. | Ammunition (range 160/480), charging (4d12), deflagrate, heavy, overheating (1), penetration (3), stabilizing, reload (5 shots), two-handed |
Particle Pistol | - | 4d6 Radiant | 13 lb. | Ammunition (range 30/90), charging (4d6), light, overheating (3), penetration (3), reload (15 shots) |
Particle Carabine | - | 4d8 Radiant | 13 lb. | Ammunition (range 60/180), charging (4d8), overheating (3), penetration (3), reload (15 shots), two-handed |
Particle Caliver | - | 4d10 Radiant | 17 lb. | Ammunition (range 120/360), charging (4d10), heavy, overheating (2), penetration (4), reload (10 shots), two-handed |
Particle Culverin | - | 4d12 Radiant | 28 lb. | Ammunition (range 160/480), charging (4d12), heavy, overheating (1), penetration (5), stabilizing, reload (5 shots), two-handed |
Percussion Pistol | - | 4d6 Force | 13 lb. | Ammunition (range 30/90), charging (4d6), Crush (2), light, overheating (3), reload (15 shots) |
Percussion Carabine | - | 4d8 Force | 13 lb. | Ammunition (range 60/180), charging (4d8), Crush (2), overheating (3), reload (15 shots), two-handed |
Percussion Caliver | - | 4d10 Force | 17 lb. | Ammunition (range 120/360), charging (4d10), Crush (4), heavy, overheating (2), reload (10 shots), two-handed |
Percussion Culverin | - | 4d12 Force | 28 lb. | Ammunition (range 160/480), charging (4d12), Crush (6), heavy, overheating (1), stabilizing, reload (5 shots), two-handed |
Tesla Pistol | - | 4d6 Fire | 13 lb. | Ammunition (range 30/90), arc (1), charging (4d6), light, overheating (3), penetration (1), reload (15 shots) |
Tesla Carabine | - | 4d8 Lightning | 13 lb. | Ammunition (range 60/180), arc (1), charging (4d8), overheating (3), penetration (1), reload (15 shots), two-handed |
Tesla Caliver | - | 4d10 Lightning | 17 lb. | Ammunition (range 120/360), arc (3), charging (4d10), heavy, overheating (2), penetration (2), reload (10 shots), two-handed |
Tesla Culverin | - | 4d12 Lightning | 28 lb. | Ammunition (range 160/480), arc(5), charging (4d12), heavy, overheating (1), penetration (3), stabilizing, reload (5 shots), two-handed |
Exotic Range Weapons | Cost | Damage | Weight | Properties |
---|---|---|---|---|
(Dwarven) Boomer | - | 2d8 Piercing | 12 lb. | Ammunition (range 15/60), heavy, missfire (2) penetration (1), reload (1 shots), scatter (line 10), two-handed |
(Dwarven) Cracker | - | 2d6 Piercing | 6 lb. | Ammunition (range 30/120), light, missfire (1), penetration (1), reload (1 shots), |
(Dwarven) Thunderer | - | 2d10 Piercing | 12 lb. | Ammunition (range 60/240), heavy, missfire (2), penetration (1), reload (1 shots), two-handed |
(Elven) Arrow Reacher | - | 1d10 Piercing | 8 lb. | Ammunition (range 150/600), heavy, two-handed |
(Elven) Arrow Repeater | - | 1d8 Piercing | 18 lb. | Ammunition (range 80/320), heavy, rapid fire (2), reload (3 shots), two-handed |
(Orcish) spike Impaler | - | 1d12 Piercing | 22 lb. | Ammunition (range 30/120), heavy, reload (5 shots), two-handed |
Normal Mixed Weapons | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Ballistic Knife | - | 1d4 Slashing (melee) or 1d4 Piercing (range) | 1.5 lb. | Ammunition (range 20/60) (Range), finesse, light, precise, reload (1 shots) (Range) |
Revolving Labrys | - | 1d8 Slashing (melee) or 2d8 Piercing (range) | 4 lb. | Ammunition (range 30/90) (Range), brutal (melee), finesse, light, reload (6 shots) (Range) |
Revolving Spatha | - | 1d8 Slashing (melee) or 2d8 Piercing (range) | 4 lb. | Ammunition (range 30/90) (Range), finesse, light, reload (6 shots) (Range), swift (melee) |
Revolving Xyston | - | 1d6 Piercing (melee) or 2d8 Piercing (range) | 4 lb. | Ammunition (range 30/90) (Range), finesse, light, precise (melee), reload (6 shots) (range) |
Energy Mixed Weapons | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Dominion Caestus | - | 2d8 Bludgeoning (melee) or 2d8 Piercing (range) | 10 lb. | Ammunition (range 60/180), crush (4) (melee), finesse, glove, heavy |
Fulgor Bardiche | - | 2d10 Slashing (melee) or 2d8 Piercing (range) | 10 lb. | Ammunition (range 60/180) (Range), brutal (melee), finesse, heavy, two-handed |
Fulgor Claymore | - | 2d10 Slashing (melee) or 2d8 Piercing (range) | 10 lb. | Ammunition (range 60/180) (Range), finesse, heavy, swft (melee), two-handed |
Fulgor Partisan | - | 2d8 Piercing (melee) or 2d8 Piercing (range) | 10 lb. | Ammunition (range 60/180) (Range), finesse, heavy, precise (melee), two-handed |
Havoc Bardiche | - | 2d10 Slashing (melee) or 3d8 Radiant (range) | 10 lb. | Ammunition (range 60/180) (Range), brutal (melee), finesse, heavy, two-handed |
Havoc Claymore | - | 2d10 Slashing (melee) or 3d8 Radiant (range) | 10 lb. | Ammunition (range 60/180) (Range), finesse, heavy, swft (melee), two-handed |
Havoc Partisan | - | 2d8 Piercing (melee) or 3d8 Radiant (range) | 10 lb. | Ammunition (range 60/180) (Range), finesse, heavy, precise (melee), two-handed |
Exotic Mixed Weapons | Cost | Damage | Weight | Properties |
---|---|---|---|---|
(Elven) Bladebow | - | 1d6 Slashing (melee) or 1d8 Piercing (range) | 8 lb. | Ammunition (range 150/600), finesse, heavy, two-handed |
Ammunition | Cost | Weight | Descriptions |
---|---|---|---|
Bullet, Small Case | - | .05 lb. | Bullet used for light powdered firearms. |
Bullet, Small Caseless | - | .05 lb. | Bullet used for light coil and rail firearms. |
Bullet, Medium Case | - | .1 lb. | Bullet used for regular powdered firearms. |
Bullet, Medium Caseless | - | .1 lb. | Bullet used for regular coil and rail firearms. |
Bullet, Large Case | - | .2 lb. | Bullet used for heavy powdered firearms. |
Bullet, Large Caseless | - | .2 lb. | Bullet used for heavy coil and rail firearms. |
Energy Cell, Small | - | .05 lb. | Energy Cell used for light Energy Cell Firearms. |
Energy Cell, Medium | - | .1 lb. | Energy Cell used for regular Energy Cell Firearms. |
Energy Cell, Large | - | .2 lb. | Energy Cell used for heavy Energy Cell Firearms. |
Fuel Tank, Acido Gel | - | 4 lb. | Fuel used for acid torrent firearms. |
Fuel Tank, Bronte Gel | - | 4 lb. | Fuel used for thunder torrent firearms. |
Fuel Tank, Cryo Gel | - | 4 lb. | Fuel used for cold torrent firearms. |
Fuel Tank, Electro Gel | - | 4 lb. | Fuel used for lightning torrent firearms. |
Fuel Tank, Necro Gel | - | 4 lb. | Fuel used for Necrotic torrent firearms. |
Fuel Tank, Photo Gel | - | 4 lb. | Fuel used for Radiant torrent firearms. |
Fuel Tank, Pyro Gel | - | 4 lb. | Fuel used for fire torrent firearms. |
Fuel Tank, Toxi Gel | - | 4 lb. | Fuel used for poison torrent firearms. |
Missile | - | 10 lb. | Explosive used for a Missile launchers. |
Rocket | - | 10 lb. | Explosive used for a Rocket launchers. |
ECE Structure and Vehicle Weapons[edit]
These Weapons can only be used by structure and vehicles, thus are impossible to use without the use of structures or vehicles as support (Very much WIP).
Melee Weapons | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Chain-Greataxe | - | 6d10 Slashing | 60 lb. | Brutal, heavy, reload (30 strikes) |
Chain-Greatspear | - | 6d8 Piercing | 50 lb. | Heavy, precise, reach, reload (30 strikes), thrown (40/120) |
Chain-Greatsword | - | 6d10 Slashing | 50 lb. | Heavy, reach, reload (30 strikes), Swift |
Gravity-Maul | - | 8d12 Bludgeoning | 75 lb. | Crush (8), heavy, momentum (12d12), reach, reload (10 strikes), special |
Power-Greataxe | - | 6d10 Slashing | 60 lb. | Brutal, heavy, penetration (4), reach, reload (20 strikes) |
Power-Greatspear | - | 6d8 Piercing | 50 lb. | Heavy, penetration (4), precise, reach, reload (20 strikes), thrown (40/120) |
Power-Greatsword | - | 6d10 Slashing | 50 lb. | Heavy, penetration (4), reach, reload (20 strikes), Swift |
Thruster-Maul | - | 4d12 Bludgeoning | 75 lb. | Crush (8), heavy, momentum (8d12), reach, reload (15 strikes) |
Vibro-Greataxe | - | 4d10 Slashing | 55 lb. | Brutal, heavy, Penetration (4), reach, reload (30 strikes) |
Vibro-Greatspear | - | 4d8 Piercing | 45 lb. | Heavy, penetration (4), precise, reach, reload (30 strikes), thrown (40/120) |
Vibro-Greatsword | - | 4d10 Slashing | 45 lb. | Heavy, penetration (4), reach, reload (30 strikes), Swift |
Ballistic Range Weapons | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Brimhowl-Cannon, Powder | - | 4d10 Piercing | 182 lb. | Ammunition (range 30/90), burst fire, rapid fire (4), reload (240 shots), short burst (4) |
Brimhowl-Cannon, Coil | - | 6d10 Piercing | 182 lb. | Ammunition (range 40/120), burst fire, charging (2d12), Penetration (1), rapid fire (4), reload (240 shots), short burst (6) |
Brimhowl-Cannon, Rail | - | 8d10 Piercing | 182 lb. | Ammunition (range 60/180), burst fire, charging (2d12), overheating (6), Penetration (2), rapid fire (4), reload (240 shots), short burst (8) |
Executioner-Cannon, Powder | - | 10d12 Piercing | 2,620 lb. | Ammunition (range 180/540), burst fire, Penetration (2), reload (120 shots), short burst (10) |
Executioner-Cannon, Coil | - | 15d12 Piercing | 2,620 lb. | Ammunition (range 200/600), burst fire, charging (5d12), Penetration (3), reload (120 shots), short burst (15) |
Executioner-Cannon, Rail | - | 20d12 Piercing | 2,620 lb. | Ammunition (range 220/660), burst fire, charging (5d12), overheating (2), Penetration (4), reload (120 shots), short burst (20) |
Hailstorm-Cannon, Powder | - | 8d12 Piercing | 750 lb. | Ammunition (range 180/540), burst fire, Penetration (1), rapid fire (1), reload (120 shots), scatter (line 15) short burst (8) |
Hailstorm-Cannon, Coil | - | 12d12 Piercing | 750 lb. | Ammunition (range 200/600), burst fire, charging (4d12), Penetration (2), rapid fire (1), reload (120 shots), scatter (line 15) short burst (12) |
Hailstorm-Cannon, Rail | - | 16d12 Piercing | 750 lb. | Ammunition (range 220/660), burst fire, charging (4d12), overheating (3), Penetration (3), rapid fire (1), reload (120 shots), scatter (line 15) short burst (16) |
Monsoon-Cannon, Powder | - | 6d12 Piercing | 480 lb. | Ammunition (range 120/360), burst fire, rapid fire (2), reload (120 shots), scatter (line 15), short burst (6) |
Monsoon-Cannon, Coil | - | 9d12 Piercing | 480 lb. | Ammunition (range 140/420),, burst fire, charging (3d12), Penetration (1), rapid fire (2), scatter (line 15), reload (180 shots), short burst (12) |
Monsoon-Cannon, Rail | - | 12d12 Piercing | 480 lb. | Ammunition (range 160/480), burst fire, charging (3d12), overheating (4), Penetration (2), scatter (line 15), rapid fire (2), reload (180 shots), short burst (12) |
Sierraarray-Cannon, Powder | - | 4d10 Piercing | 344 lb. | Ammunition (range 80/240), burst fire, rapid fire (3), reload (240 shots), short burst (4) |
Sierraarray-Cannon, Coil | - | 6d10 Piercing | 344 lb. | Ammunition (range 100/300), burst fire, charging (2d12), Penetration (1), rapid fire (3), reload (240 shots), short burst (6) |
Sierraarray-Cannon, Rail | - | 8d10 Piercing | 344 lb. | Ammunition (range 120/460), burst fire, charging (2d12), overheating (5), Penetration (2), rapid fire (3), reload (240 shots), short burst (8) |
Energy Range Weapons | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Brimbellow-Cannon, Laser | - | 6d10 Radiant | 182 lb. | Ammunition (range 40/120), burst fire, charging (6d12), overheating (6), Penetration (1), rapid fire (4), reload (240 shots), short burst (6) |
Brimbellow-Cannon, Plasma | - | 8d10 Lightning | 182 lb. | Ammunition (range 40/120), burst fire, charging (2d12), overheating (6), Penetration (1), rapid fire (4), reload (200 shots), short burst (8) |
Brimbellow-Cannon, Antimatter | - | 10d10 Necrotic | 182 lb. | Ammunition (range 60/180), burst fire, charging (10d12), overheating (5), Penetration (2), rapid fire (4), reload (160 shots), short burst (10) |
Exterminator-Cannon, Laser | - | 15d12 Radiant | 2,620 lb. | Ammunition (range 200/600), burst fire, charging (15d12), overheating (2), Penetration (3), reload (120 shots), short burst (15) |
Exterminator-Cannon, Plasma | - | 20d12 Lightning | 2,620 lb. | Ammunition (range 200/600), burst fire, charging (5d12), overheating (2), Penetration (3), reload (120 shots), short burst (20) |
Exterminator-Cannon, Antimatter | - | 25d12 Necrotic | 2,620 lb. | Ammunition (range 220/660), burst fire, charging (25d12), overheating (1), Penetration (4), reload (120 shots), short burst (25) |
Cometstorm-Cannon, Laser | - | 12d12 Radiant | 749 lb. | Ammunition (range 200/600), burst fire, charging (12d12), overheating (3), Penetration (2), rapid fire (1), reload (120 shots), scatter (line 15), short burst (12) |
Cometstorm-Cannon, Plasma | - | 16d12 Lightning | 749 lb. | Ammunition (range 200/600), burst fire, charging (4d12), overheating (3), Penetration (2), rapid fire (1), reload (120 shots), scatter (line 15) short burst (16) |
Cometstorm-Cannon, Antimatter | - | 20d12 Necrotic | 749 lb. | Ammunition (range 220/660), burst fire, charging (20d12), overheating (2), Penetration (3), rapid fire (1), reload (120 shots), scatter (line 15) short burst (20) |
Hurricane-Cannon, Laser | - | 9d12 Radiant | 480 lb. | Ammunition (range 140/420), burst fire, charging (9d12), overheating (4), Penetration (1), rapid fire (2), reload (240 shots), scatter (line 15) short burst (9) |
Hurricane-Cannon, Plasma | - | 12d10 Lightning | 480 lb. | Ammunition (range 140/420), burst fire, charging (3d12), overheating (4), Penetration (1), rapid fire (2), reload (180 shots), scatter (line 15) short burst (12) |
Hurricane-Cannon, Antimatter | - | 15d10 Necrotic | 480 lb. | Ammunition (range 160/480), burst fire, charging (15d12), overheating (3), Penetration (2), rapid fire (2), reload (180 shots), scatter (line 15) short burst (15) |
Stararray-Cannon, Laser | - | 6d10 Radiant | 344 lb. | Ammunition (range 100/300), burst fire, charging (6d12), overheating (5), Penetration (1), rapid fire (3), reload (240 shots), short burst (6) |
Stararray-Cannon, Plasma | - | 8d10 Lightning | 344 lb. | Ammunition (range 100/300), burst fire, charging (2d12), overheating (5), Penetration (1), rapid fire (3), reload (200 shots), short burst (8) |
Stararray-Cannon, Antimatter | - | 10d10 Necrotic | 344 lb. | Ammunition (range 120/460), burst fire, charging (10d12), overheating (4), Penetration (2), rapid fire (3), reload (160 shots), short burst (10) |
Ammunition | Cost | Weight | Descriptions |
---|---|---|---|
Shell, Small Case | - | .05 lb. | Shell used for light powdered weapon systems. |
Shell, Small Caseless | - | .05 lb. | Shell used for light coil and rail weapon systems. |
Shell, Medium Case | - | .1 lb. | Shell used for regular powdered weapon systems. |
Shell, Medium Caseless | - | .1 lb. | Shell used for regular coil and rail weapon systems. |
Shell, Large Case | - | .2 lb. | Shell used for heavy powdered weapon systems. |
Shell, Large Caseless | - | .2 lb. | Shell used for heavy coil and rail weapon systems. |
Energy Core, Small | - | .05 lb. | Energy Core used for light Energy Core weapon systems. |
Energy Core, Medium | - | .1 lb. | Energy Core used for regular Energy Core weapon systems. |
Energy Core, Large | - | .2 lb. | Energy Core used for heavy Energy Core weapon systems. |
Fuel Cistern, Acido Gel | - | 4 lb. | Fuel used for acid torrent weapon systems. |
Fuel Cistern, Bronte Gel | - | 4 lb. | Fuel used for thunder torrent weapon systems. |
Fuel Cistern, Cryo Gel | - | 4 lb. | Fuel used for cold torrent weapon systems. |
Fuel Cistern, Electro Gel | - | 4 lb. | Fuel used for lightning torrent weapon systems. |
Fuel Cistern, Necro Gel | - | 4 lb. | Fuel used for necrotic torrent weapon systems. |
Fuel Cistern, Photo Gel | - | 4 lb. | Fuel used for radiant torrent weapon systems. |
Fuel Cistern, Pyro Gel | - | 4 lb. | Fuel used for fire torrent weapon systems. |
Fuel Cistern, Toxi Gel | - | 4 lb. | Fuel used for poison torrent weapon systems. |
Missile | - | 10 lb. | Explosive used for a Missile launchers. |
Rocket | - | 10 lb. | Explosive used for a Rocket launchers. |
Properties[edit]
Weapon Properties | Descriptions |
---|---|
Arc | When you take the attack action and hit with a arc weapon, the arc weapon hits a number of aditional different creatures from 1 creature to another that are 5 feet from each other starting from the square the target you hit occupies as indicated in the parenthesis. The first creature affected this way must a attempt a Dexterity saving throw (DC of 8 + your proficiency bonus if you have proficiency with the weapon + the ability score modifier that you use to determine damage for this weapon). Creatures that fail take damage equal to the weapon's normal damage as lightning damage. This continues until a creature succeeds on the saving throw, you run out of aditional diferent creatures to target or you reach the maximum amount of targets you can target with the arc weapon. |
Assemble | In order to attack with an Assemble weapon, it must first be assembled 5 feet away from you in an unoccupied space, which can be done as an action. The weapon has a number of parts and weight equal to the numbers indicated in parethesis. If 2 or more different creatures carry 1 or more parts of the, those creatures must be at most 5 feet away from each other and have all parts present to begin assembling the weapon. Once assembled, if the weapon also has the deployable property, it becomes deployed. |
Blast | When you take the attack action with a blast weapon, instead of rolling for attack, Each creature that fall within the weapon's blast range must a attempt a Dexterity saving throw (DC of 8 + your proficiency bonus if you have proficiency with the weapon + the ability score modifier that you use to determine damage for this weapon). taking the weapon's normal damage + the ability score modifier that you use to determine damage for this weapon (minimum 1) on a failed save, or half as much damage on a successful one. |
Brutal | When you score a critical hit against a creature with brutal weapon, you can add an additional weapon damage die to the damage dealt. |
Burst Fire | A weapon that has the burst fire property can make a normal single-target attack, or it can spray a 10-foot-cube area within normal range with shots. Each creature in the area must succeed on a Dexterity saving throw (DC of 8 + your proficiency bonus if you have proficiency with the weapon + the ability score modifier that you use to determine damage for this weapon) or take the weapon's normal damage. This action uses ten pieces of ammunition or 10 power from a energy cell. |
Charging | A weapon that has the Charging property has a type of die in parenthesis. You can use an action to charge the weapon, increasing its next attack's damage by the die listed after the property. If you drop your weapon is dropped by any means, all the charged energy is depleted with no effect. You can charge a weapon equal to up to the weapons normal damage die. |
Crush | crush always overlaps with crush of a lesser numerical value. crush X always counts as an effect of the same name with itself, so values on the weapon and ammunition overlap rather than stack.
When you make an attack roll using a crush weapon, you gain an damage roll bonus indicated in the parenthesis if your target is wearing armor or has natural armor. |
Concussion | When you score a hit against a creature with a weapon with this property or each creature within the weapon's blast range if the weapon also has the blast property must make a Constitution saving throw (DC of 8 + your proficiency bonus if you have proficiency with the weapon + the ability score modifier that you use to determine damage for this weapon), or become stunned until the end of its next turn. On a successful save, a creature isn't stunned. |
Deflagrate | When you take the attack action and hit with a Deflagrate weapon, the target must make a Constitution Saving Throw (DC of 8 + your proficiency bonus if you have proficiency with the weapon + the ability score modifier that you use to determine damage for this weapon), the attack deals an extra amount equal to the weapon's normal damage as fire damage to the target on a failed safe, or half as much damage on a successful one. |
Deployable | In order to attack with a Deployable weapon, it must first be set up 5 feet away from you in an unoccupied space, which can be done as an action. The weapon has a number of hit points and armor class equal to the numbers indicated in parethesis. Once the number of hit points reaches 0, the weapon can not be used until it is repaired by passing a tinker's tool check (DC half the damage taken), if repaired this way, the weapon regains 1 hit points and it becomes usable again. Alternatively, by dedicating 1 hour to repair the weapon, it will regain all lost hit points and will become once again usable if it was at 0 hit points. The weapon can be undeployed as an action even if it is at 0 hit points. A sufficiently large creature, structure or vehicle can ignore this property. |
Disintegrate | If this weapon's damage reduces a target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except for magic items, are reduced to a pile of fine gray dust. A disintegrated creature can be restored to life only by means of a true resurrection or a wish spell. |
Flare | When you score a hit against a creature with a weapon with this property or each creature within the weapon's blast range if the weapon also has the blast property must make a Constitution saving throw (DC of 8 + your proficiency bonus if you have proficiency with the weapon + the ability score modifier that you use to determine damage for this weapon), or recieves the weapon's normal damage as fire damage. The weapon sheds bright light for 60 feet, and dim light for another 120 feet for 1 minute on the space it landed on. On a successful save, a creature takes half as much damage. |
Gas | One round after a gas weapon lands, it emits a cloud of gas that creates a heavily obscured area indicated in parenthesis of the weapon's blast property and creatures first entering or that ends its turn within the weapon's blast range must make a Constitution saving throw (DC of 8 + your proficiency bonus if you have proficiency with the weapon + the ability score modifier that you use to determine damage for this weapon), or become poisoned for 10 rounds. A moderate wind (at least 10 miles per hour) disperses the gas in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round. |
Glove | A glove weapon is worn on your hand or forearm, and you cannot be disarmed of it. You can hold objects, wield weapons, and cast spells with a hand fitted with a glove weapon, but you can only attack with the glove weapon if that hand is unoccupied. You can roll the damage die of your unarmed strike in place of the damage die of the weapon. It takes an action to don or doff a glove weapon. |
Incendiary | When you score a hit against a creature with a weapon with this property or each creature within the weapon's blast range if the weapon also has the blast property must make a Constitution saving throw (DC of 8 + your proficiency bonus if you have proficiency with the weapon + the ability score modifier that you use to determine damage for this weapon), or get set on fire for 10 rounds. At the start of each of its turns, the creature recieves damage equal to the weapon's normal damge as fire damage. The creature can make a Constitution saving throw at the end of each of its turns to end its affect early. On a successful save, a creature isn't set on fire. |
Misfire | When an attack roll using the firearm is lower than the number listed in the parenthesis of the weapon's misfire property, it jams. While jammed, the weapon acts as an improvised weapon, rather than by its stat block. A creature proficient in the weapon may clear it as an action, causing the weapon to act as normal again. |
Momentum | When you hit a creature with a momentum weapon after you moved 20 feet or more in a straight line during the same turn, upgrade the damage dice to the weapon's momentum dice value. |
Overheating | A weapon with the overheating property fires normally for a number of attacks per turn indicated in the parenthesis. After that many attacks have been made by the weapon, there is a cumulative 25% chance that the weapon will overload, rendering the weapon temporarily inoperable until the end of your next turn and dealing Fire damage equivalent to the weapons normal damage to you. For example, a weapon with Overheating 1 will gain a 25% chance of overloading on the second attack made with it in a turn. |
Penetration | penetration always overlaps with penetration of a lesser numerical value. penetration X always counts as an effect of the same name with itself, so values on the weapon and ammunition overlap rather than stack.
When you make an attack roll using a penetration weapon, you gain an attack roll bonus indicated in the parenthesis if your target is wearing armor or has natural armor. |
Precise | When you attack with a precise weapon, you can score a critical hit on a roll of 19 or 20. If a feature or item you have increase the numbers you can roll for a critical hit, a precise weapon increases that range by one. |
Pulse | When you score a hit against a creature with a weapon with this property or each creature within the weapon's blast range if the weapon also has the blast property must make a Constitution saving throw (DC of 8 + your proficiency bonus if you have proficiency with the weapon + the ability score modifier that you use to determine damage for this weapon), or become paralyzed until the start of its next turn. |
Rapid Fire | A weapon that has the rapid fire property can make a number of additional extra attacks as indicated in the parenthesis, but you can't add your ability score modifier to the damage of the extra attacks unless you are within half the weapon's normal range or less. This attack can not be replaced by any feature the weapon may have. |
Scatter | When you take the attack action and hit with a scatter weapon, measure the weapon's scatter range from the square the target you hit occupies to a point farther from you. Creatures other than the original target that fall within the weapon's scatter range must a attempt a Dexterity saving throw (DC of 8 + your proficiency bonus if you have proficiency with the weapon + the ability score modifier that you use to determine damage for this weapon). Creatures that fail take damage equal to the ability score modifier you use to determine damage with the weapon (minimum 1). This damage is of the same type you dealt to the original target. |
Short Burst | When you take the attack action with a short burst weapon, you can choose to expend a single round or power of ammunition as normal, or fire a short burst and expend additional rounds or power of ammunition as indicated in the parenthesis. If you fire a short burst and successfully hit, you can re-roll a number of the damage die, as indicated in the parenthesis, accepting the highest results. |
Smoke | One round after a smoke weapon lands, it emits a cloud of smoke that creates a heavily obscured area indicated in parenthesis of the weapon's blast property. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round. |
Stabalizing | In order to attack with a stabilizing weapon, it must first be set up as, which can be done as an action and lasts until you move more than 5 ft. on a single round. If you can make multiple attacks on your Attack action, you can forgo one or more attacks to set up the weapon. A stabilizing melee weapon can not be used if your movement speed is 0. A sufficiently large creature, structure or vehicle can ignore this property. |
Swift | When you miss an attack with a swift wepon, you gain advantage on the next attack roll you make with that weapon against the same target before the end of your next turn. |
Torrent | When you take the attack action with a torrent weapon, choose focus or dispersed to determine the weapon's attack shape, focus for line and dispersed for cone. Instead of rolling for attack, Each creature in the weapon's attack range must make a Dexterity saving throw (DC of 8 + your proficiency bonus if you have proficiency with the weapon + the ability score modifier that you use to determine damage for this weapon) On a failed save, taking the weapon's normal damage + ability score modifier you use to determine damage with the weapon (minimum 1) on a failed save, or half as much damage on a successful one. |
Ammunition Properties | Descriptions |
---|---|
Crush | |
Cuncussion | |
Flare | |
Gas | |
Incendiary | |
Penetration | |
Pulse | |
Scatter | |
Smoke |
Special Weapons | Descriptions | |
---|---|---|
Bayonet | - | If the bayonet is used when not attached to a two-handed firearm, it is considered an improvised weapon. |
Military-Spade | - | This weapon can also be used as a shovel. |
Gravity-Fist | - | When you make a melee attack with this weapon, if the target is a construct, structure or vehicle, you ignore the armor requirement on crush and double the numerical value in parentheses. |
Gravity-Flail | - | When you make a melee attack with this weapon, if the target hasn't moved more than 5ft. away from you since its last turn, you treat a damage roll of 4 or lower as a 5; or 5 or lower as a 6 if used with two hands. |
Gravity-Hammer | - | When you make a melee attack with this weapon, if the target is at most one size larger than you, the target makes a Strength saving throw. On a failed save, you knock the target prone. The DC of the Strength saving throw is 8 + your proficiency bonus + the ability score modifier that you use to determine damage for this weapon. |
Gravity-Maul | - | When you make a melee attack with this weapon, if the target is at least one size smaller than you, you treat the damage roll of the attack as maximum damage. |
Bomb | - | As an action, a character can throw a bomb at a point up to 30 feet away. |
Grenade | - | As an action, a character can throw a grenade at a point up to 60 feet away. |
Grenade Launcher | - | The damage of this weapon is equal to the grenade used as ammunition. |
Mine | - | As an action, a character can set a mine in an unoccupied space and detenates when stepped on. It can be unset as an action. |
Mortar | - | The damage of this weapon is equal to the bomb used as ammunition. |
Missile Launcher | - | The damage of this weapon is equal to the missile used as ammunition. |
Rocket Launcher | - | The damage of this weapon is equal to the rocket used as ammunition. |
Modifications[edit]
Modification | Descriptions |
---|---|
Bayonet, Chain | . |
Bayonet, Power | . |
Bayonet, Vibro | . |
Energy-Chargepack | . |
Scope | If you have not moved since the end of your last turn, you can use an action to aim down the scope of a firearm that has this Modification at a specific target. If you can make multiple attacks on your Attack action, you can forgo one or more attacks to set up the weapon Once you do so, you are incapacitated and your speed becomes 0 until the start of your next turn. However, the first attack you make against the target is made without disadvantage on your attack roll if fired within the weapons maximum range. |
Suppressor | If you make an attack with a weapon with suppressor while you are hidden, you do not automatically give away your location.
Within a radius around you, anyone can make a Perception check to hear it; it is automatically audible if the weapon is fired within less than half the weapons normal range. Further away, it is increasingly less certain.
|
Underbarrel, Grenade Launcher | . |
Underbarrel, Shotgun | . |
Underbarrel, Bile-Thrower | . |
Underbarrel, Chem-Thrower | . |
Underbarrel, Flame-Thrower | . |
Underbarrel, Frost-Thrower | . |
Underbarrel, Sonic-Thrower | . |
Underbarrel, Volt-Thrower | . |
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