User:Frenzy099

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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.

  1. DC 10: Half the weapons Normal range or more.
  2. DC 15: weapons Normal range or more.
  3. DC 20: Half the weapons Maximun range or more.
  4. DC 25: weapons Maximum range or more.
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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