Sci-Fi Weapons (5e Equipment)
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Above Stats assume modern lead-projectile firearms. For advanced weapons, some qualities change.
Energy Weapons All energy Weapons are treated as magical weapons for the purpose of overcoming damage reduction.
Burst: Creatures within the area of effect must make a Dex Save (DC 15) or take full damage, taking half damage on a successful save.
Cone: Any creature within the area must make a Dex Save (DC 15) or take full damage (success means only half damage is suffered). A flamethrower can instead fire as a line, doubling range to 30 feet. At the consumption of five shots instead of one, the damage dice and dimensions are doubled (30ft cone or 60ft line). A heavier gas pack can be carried (30 lb), granting a reserve of 200 shots instead of 20; in this case the flamethrower is treated as a heavy weapon.
EM Damage: Weapon deals double damage against shields and droids. Unprotected circuitry is automatically fried.
Heavy Weapon: Heavy Weapons take greater effort to aim and carry. You must have a strength score of at least 13 or treat them as improvised weapons, and taking the attack action consumes half your movement.
High-Penetration: On a direct hit the weapon treats the target's damage reduction as being one quarter as effective.
Fire Damage: Targets hit take one die of damage every round until flames are doused.
Low-Penetration Weapon: Treats damage reduction as being twice as effective.
Mounted: Weapon can only be fired from a tripod or vehicle mount. Setting up a Heavy Weapon Tripod takes four actions.
Overcharge Overcharging a weapon takes an action. An overcharged Arc Caster deals 3d8 damage on its next attack, and all adjacent creatures must make a Dex Save (DC 15) or take 1d8 damage. An overcharged Hand Cannon doubles the damage dice of its next attack. An overcharged attack consumes 10 shots.
Point Plank: Weapon doubles damage dice at targets within 15 feet.