Ballistic Weapons
Pipe Guns | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Weapon | Cost | Damage | Weight | Ammo | Properties | Modifications | ||||||
Simple Ranged Weapons | Barrel | Grip | Magazine | Muzzle | Receiver | Sights | ||||||
Basic Pipe Gun | 20 caps | 1d8 piercing | 2 lb. | .38 | ammunition (range 40/120), reload (12 rounds) | Long, Short | Comfort Grip, Stock, Recoil Compensating | Drum, Large | Bayonet, Suppressor | Automatic, Caliber Upgrade (.45), Hardened | Electronic, Scope, Night Vision, Recon | |
Bolt-Action Pipe Gun | 30 caps | 1d10 piercing | 3 lb. | .308 | ammunition (range 40/120), reload (6 rounds) | Long, Short | Comfort Grip, Stock, Recoil Compensating | — | Bayonet, Suppressor | Caliber Downgrade (.38), Caliber Upgrade (.50), Hardened | Electronic, Scope, Night Vision, Recon | |
Pipe Revolver | 25 caps | 2d6 piercing | 4 lb. | .45 | ammunition (range 40/120), slow reload (6 rounds) | Long, Short | Comfort Grip, Stock, Recoil Compensating | — | Bayonet, Suppressor | Caliber Downgrade (.38), Caliber Upgrade (.308), Hardened | Electronic, Scope, Night Vision, Recon |
Pistols | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Weapon | Cost | Damage | Weight | Ammo | Properties | Modifications | ||||||
Simple Ranged Weapons | Barrel | Grip | Magazine | Muzzle | Receiver | Sights | ||||||
.357 Magnum Revolver | 110 caps | 2d8 piercing | 2.2 lb. | .357 | ammunition (range 40/120), slow reload (6 rounds), special | Short | Comfort Grip | — | — | Hardened | Electronic, Scope, Recon | |
.44 Magnum Revolver | 99 caps | 2d10 piercing | 4.2 lb. | .44 | ammunition (range 40/120), slow reload (6 rounds) | Short | Comfort Grip | — | — | Hardened | Electronic, Scope, Recon | |
10mm Pistol | 53 caps | 2d6 piercing | 3 lb. | 10mm | ammunition (range 50/150), reload (12 rounds) | Short | Comfort Grip | Large | Suppressor | Automatic, Hardened | Electronic, Recon | |
Flare Gun | 50 caps | 2d4 fire | 2 lb. | Flare | ammunition (range 60/180), loading, special | — | — | — | — | — | — | |
Martial Ranged Weapons | ||||||||||||
Gauss Pistol | 185 caps | 4d4 piercing | 4.4 lb. | 2mm EC | ammunition (range 60/180), reload (12 rounds) | Short | Comfort Grip | Large | Suppressor | — | Electronic, Scope, Recon |
Rifles | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Weapon | Cost | Damage | Weight | Ammo | Properties | Modifications | ||||||
Martial Ranged Weapons | Barrel | Grip | Magazine | Muzzle | Receiver | Sights | ||||||
Assault Rifle | 144 caps | 2d8 piercing | 13.1 lb. | 5.56mm | ammunition (range 70/210), reload (30 rounds), two-handed | Long | Recoil Compensating | Drum | Suppressor | Automatic, Hardened | Electronic, Scope, Night Vision, Recon | |
Combat Rifle | 117 caps | 2d8 piercing | 11.1 lb. | .45 | ammunition (range 60/180), reload (20 rounds), two-handed | Long | Recoil Compensating | Drum, Large | Bayonet, Suppressor | Automatic, Caliber Downgrade (.38), Caliber Upgrade (.308), Hardened | Electronic, Scope, Night Vision, Recon | |
Gauss Rifle | 228 caps | 4d6 piercing | 15.8 lb. | 2mm EC | ammunition (range 90/270), reload (7 rounds), two-handed, special | Long | Recoil Compensating | Full Capacitor | Suppressor | — | Electronic, Scope, Night Vision, Recon | |
Handmade Rifle | 136 caps | 4d4 piercing | 12.8 lb. | 7.62 | ammunition (range 60/180), reload (10 rounds), two-handed | Long | Recoil Compensating | Drum, Large | Bayonet, Suppressor | Automatic, Hardened | Electronic, Scope, Night Vision, Recon | |
Hunting Rifle | 55 caps | 2d6 piercing | 9.6 lb. | .308 | ammunition (range 80/240), reload (5 rounds), two-handed | Long | — | Large | Bayonet, Suppressor | Caliber Downgrade (.38), Caliber Upgrade (.50), Hardened | Electronic, Scope, Night Vision | |
Lever-action Rifle | 150 caps | 2d10 piercing | 9 lb. | .45-70 | ammunition (range 60/180), reload (5 rounds), two-handed | Long | — | — | Suppressor | Hardened | Electronic, Scope, Night Vision | |
Radium Rifle | 110 caps | 1d8 piercing, 2d4 radiation | 11.1 lb. | .45 | ammunition (range 80/240), reload (5 rounds), two-handed | — | — | — | — | — | — | |
Railway Rifle | 290 caps | 3d10 piercing | 14.4 lb. | Rail Spike | ammunition (range 60/180), reload (5 rounds), two-handed | Long | Recoil Compensating | — | Bayonet | — | Electronic, Scope, Night Vision, Recon | |
Submachine Gun | 109 caps | 2d6 piercing | 12.7 lb. | .45 | ammunition (range 50/150), burst fire (10 rounds), reload (50 rounds), two-handed | — | Recoil Compensating | Drum | Suppressor | Hardened | Electronic | |
Submachine Gun, 10mm | 57 caps | 2d6 piercing | 5.7 lb. | 10mm | ammunition (range 50/150), burst fire (10 rounds), reload (30 rounds), two-handed | — | Recoil Compensating | Drum | Suppressor | Hardened | Electronic | |
Syringer | 132 caps | Special | 6.2 lb. | Syringer Ammo | ammunition (range 60/180), loading, two-handed | — | Recoil Compensating | — | — | — | Electronic, Scope, Night Vision, Recon |
Shotguns | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Weapon | Cost | Damage | Weight | Ammo | Properties | Modifications | ||||||
Simple Ranged Weapons | Barrel | Grip | Magazine | Muzzle | Receiver | Sights | ||||||
Shotgun | 31 caps | 4d4 piercing | 7.5 lb. | 12 gauge | ammunition (range 30/90), loading, two-handed | Long, Sawed-off | — | — | — | Hardened | Electronic | |
Double-barrel Shotgun | 39 caps | 4d4 piercing | 9 lb. | 12 gauge | ammunition (range 30/90), reload (2 rounds), two-handed | Long, Sawed-off | — | — | — | Hardened | Electronic | |
Martial Ranged Weapons | ||||||||||||
Combat Shotgun | 87 caps | 4d4 piercing | 11.1 lb. | 12 gauge | ammunition (range 30/90), reload (8 rounds), two-handed | Long | Recoil Compensating | Drum | Bayonet, Suppressor | Automatic, Hardened | Electronic, Scope, Night Vision, Recon |
Ballistic Weapon Special Properties
The special rules associated with certain ballistic weapons are listed below.
.357 Magnum Revolver. The .357 revolver will also accept .38 ammunition. It deals 2d6 damage when loaded with .38s.
Flare Gun. A flare emits bright light out to 20 feet and dim light for a further 20 feet. When it is fired, anyone within 20 feet of the flare’s landing point who is not adequately shielded from the light must make a DC 12 Dexterity saving throw or become blinded for 1ed4 rounds. An affected creature may repeat its saving throw at the end of each of its turns, ending the condition on a success.
When a flare is fired at a target location rather than a creature, an attack roll is made against a target DC of 15. When a flare misses its target (whether it be a creature or location), it lands in a randomly determined direction 5 feet away for every 1 by which the AC or DC was missed.
A flare can be ignited without firing it from a flare gun and either placed in position or thrown up to 60 feet. In such a case it deals no damage but the effect is otherwise the same.
Gauss Pistol. Due to the explosive force on impact, a target must make a DC 12 Strength saving throw or fall prone.
Gauss Rifle. Due to the explosive force on impact, a target must make a DC 12 Strength saving throw or fall prone.
Railway Rifle. On a hit when the target is adjacent to a wall or other barrier, they are pinned to the barrier and become grappled (escape DC 12).
Syringer. The syringer is a custom rifle that uses air pressure to propel custom-made syringes. On a hit, the target must make a DC 12 Constitution saving throw, suffering one of several effects depending on the type of syringe fired. Syringes only work on living (organic) creatures such as humans, ghouls, gen 3 synths, and mutants.
- Berserk Syringe. On a failed saving throw the target flies into a mindless rage in which they want nothing more than to tear apart their enemies in melee combat. The target may repeat the saving throw at the end of each of their turns. While affected, the target must move as fast as possible towards any hostile creature unless it already has a hostile creature within reach of at least one of its melee attacks. If the target can choose between more than one hostile creature, it prioritises the one that most recently harmed it.
The target must attack one or more hostile creatures on its turn if it can, and cannot choose to make less attacks than it is capable of. If the target attacks a creature and takes any damage as a result of their own attack, reduce the DC for their next saving throw against berserk by 1 per 5 hit points taken.
The target may make ranged attacks only if they are natural weapons and it possesses no melee attack options. Otherwise, the target may only make melee attacks using any melee weapons they carry or can grab. If there are no melee weapons available they instead use improvised melee weapons (including their ranged weapons) or unarmed attacks. The berserk target prioritises attacks that deal the most damage. When attacking with a ranged weapon as an improvised melee weapon, a result of 1 on the attack roll results in the weapon being becoming too damaged to continue using either as a melee weapon or a ranged weapon until it can be repaired.
If a berserk creature runs out of hostile creatures to attack, it may turn on other creatures nearby to which it feels any level of animosity, moving on afterwards to creatures to whom its attitude is indifferent.
Bleedout Syringe. On a failed saving throw the target suffers 1d4 bleeding damage at the beginning of each of its subsequent turns. The target may repeat the saving throw at the end of each of their turns.
- Bloatfly Larva Syringe. On a failed saving throw, an organic target incubates a bloatfly larva that erupts from their body immediately upon the target death.
If the target survives the encounter in which they became its host, the bloatfly larva continues to incubate painfully inside their body and will emerge after 48 hours if left untreated. When it emerges, the target takes 8d6 piercing damage immediately, and a further 1d6 piercing damage at the beginning of each subsequent turn. The target may make a DC 12 Constitution saving throw at the end of each turn to end this effect. The ongoing damage can be ended immediately if a creature spends their turn to properly bind the wound.
When the bloatfly emerges, it is hostile to all nearby creatures (including allies and opponents of the target), except for other bloatflies.
The larva can be removed by means of a DC 12 Intelligence (Treat Injury) check. Alternatively, the victim (or someone else on behalf of the victim) can willingly inflict a number of hit points equal to 10 or 1/4 of their hit point maximum, rounded up, whichever is less.
- Lock Joint Syringe. On a failed saving throw, the target is paralysed until the end of your next turn.
- Mind Cloud Syringe. On a failed saving throw, the target is blinded. It is also dazed, suffering disadvantage on any ability check that it doesn’t already automatically fail due to the need for sight. The target may repeat the saving throw at the end of each of their turns.
- Pacifying Syringe. On a failed saving throw, the target is pacified, losing its aggression towards anyone as well as its inclination to move or take actions. The target still can move and take actions, but won’t do so unless there is a pressing reason such as clear danger to itself (as from a fire, poisonous gas, or other hazard). While pacified the target has disadvantage on Wisdom (Perception) checks. The target may repeat the saving throw at the end of each of their turns, and the effect automatically ends if the target suffers damage as a result of aggression from another creature.
- Mutant Scorpion Venom Syringe. On a failed saving throw, the target suffers 1d8 poison damage at the beginning of each of its subsequent turns. The target may repeat the saving throw at the end of each of their turns.
- Yellow Belly Syringe. On a failed saving throw, the target becomes frightened of all hostile creatures. The target may repeat the saving throw at the end of each of their turns.
- Weakening Syringe. While endangerol is pumping through their veins, the target’s resistances are halved (they reduce damage to which they are resistant by a quarter, not half). The target may repeat the saving throw at the end of each of their turns.
Energy Weapons
Energy Weapons | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Weapon | Cost | Damage | Weight | Ammo | Properties | Modifications | ||||||
Martial Ranged Weapons | Barrel | Grip | Magazine | Muzzle | Receiver | Sights | ||||||
Institute Laser | 50 caps | 2d6 energy | 3.9 lb. | Fusion Cell | ammunition (range 60/180), reload (30 rounds) | Automatic, Long | Comfort Grip, Stock, Recoil Compensating | Boosted Capacitor, Diminished Capacitor (1d8) | Beam Splitter, Beam Focuser | Beta Wave Tuner | Electronic, Scope, Night Vision, Recon | |
Laser Gun | 66 caps | 2d8 energy | 3.9 lb. | Fusion Cell | ammunition (range 60/180), reload (30 rounds) | Automatic, Long | Comfort Grip, Stock, Recoil Compensating | Boosted Capacitor, Diminished Capacitor (1d10) | Beam Splitter, Beam Focuser | Beta Wave Tuner | Electronic, Scope, Night Vision, Recon | |
Laser Musket | 57 caps | 2d4 energy | 12.6 lb. | Fusion Cell | ammunition (range 80/240), loading, two-handed, special | Long | Recoil Compensating | Three Crank Capacitor, Four Crank Capacitor, Five Crank Capacitor, Six Crank Capacitor | Beam Splitter, Bean Focuser | — | Electronic, Scope, Night Vision, Recon | |
Plasma Gun | 123 caps | 3d6 fire | 3.9 lb. | Plasma Cartridge | ammunition (range 70/210), reload (30 rounds) | Automatic, Flamer | Comfort Grip, Stock, Recoil Compensating | — | Beam Splitter | Beta Wave Tuner, Boosted Capacitor | Electronic, Scope, Night Vision, Recon | |
Pulse Pistol | 346 caps | 4d4 electrical | 5 lb. | Fusion Cell | ammunition (range 40/120), reload (5 rounds) | — | — | — | — | — | Electronic |
Energy Weapon Special Properties
The special rules associated with certain energy weapons are listed below.
Laser Musket. A laser musket is a homemade laser rifle which grows more powerful for every crank of its handle, which costs your free object interaction or action. By default, it can be cranked twice, but it can be upgraded with an improved capacitor. A laser musket deals 2d4 damage per crank. Each crank consumes a fusion cell.
Heavy Weapons
Heavy Weapons | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Weapon | Cost | Damage | Weight | Ammo | Properties | Modifications | ||||||
Martial Ranged Weapons | Barrel | Grip | Magazine | Muzzle | Receiver | Sights | ||||||
Cannon | 245 caps | 5d8 piercing | 27.4 lb. | Cannonball | ammunition (range 80/240), slow loading, two-handed, special | — | — | — | — | — | — | |
Flamer | 137 caps | 2d4 fire | 9 lb. | Flamer Fuel | ammunition (range 45), reload (100 rounds), two-handed, special | — | — | Huge Propellant Tank, Large Propellant Tank | Compression Nozzle, Vaporization Nozzle | — | — | |
Gatling Laser | 332 caps | 6d4 piercing | 19.3 lb. | Fusion Core | ammunition (range 80/240), full auto (20 rounds), reload (500 rounds), two-handed | — | — | Boosted Capacitor | Beam Focuser | Beta Wave Tuner | — | |
Harpoon Gun | 260 caps | 4d10 piercing | 16.3 lb. | Harpoon | ammunition (range 80/240), slow loading, two-handed, special | — | — | — | — | — | Electronic, Scope | |
Incinerator | 500 caps | 4d8 fire | 15 lb. | Flamer Fuel | ammunition (range 90/270), reload (24 rounds), two-handed, special | — | — | Huge Propellant Tank, Large Propellant Tank | Compression Nozzle, Vaporization Nozzle | — | — | |
Junk Jet | 200 caps | 2d4 piercing, bludgeoning, or slashing | 29.9 lb. | Salvage | ammunition (range 60/180), slow reload (variable), two-handed, special | Long | — | — | Electrification Module, Ignition Module, Radiation Module | — | — | |
Minigun | 382 caps | 8d4 piercing | 27.4 lb. | 5mm | ammunition (range 80/240), full auto (20 rounds), reload (500 rounds), two-handed | — | — | — | — | — | — | |
Missile Launcher | 314 caps | 10d6 fire (special) | 21 lb. | Missile | ammunition (range 100/300), two-handed, loading, special | — | — | — | — | — | — | |
Nuke Launcher | 512 caps | 9d12 fire, 9d12 piercing (special) | 30.7 lb. | Mini Nuke | ammunition (range 80/240), two-handed, loading, special | — | — | — | — | — | — |
Heavy Weapon Special Properties
The special rules associated with certain heavy weapons are listed below.
Cannon. An 18th-century piece of artillery adapted for personal carriage and use. A target hit by a cannon is pushed back 10 feet in addition to taking damage, and must succeed at a DC 12 Strength or Dexterity saving throw or be knocked prone.
Flamer. When fired, the flamer consumes 10 flamer fuel to expel a line of fire out to its maximum range. All creatures within the line must make a DC 12 Dexterity saving throw, taking 2d4 fire damage on a failed saving throw or half that if successful. On a failed saving throw the target is also set alight, taking 1d4 fire damage at the beginning of each of its turns. A creature can end this ongoing damage by using its action to make a DC 10 Dexterity saving throw to extinguish the flames.
Incinerator. When fired, the incinerator consumes 10 flamer fuel to launch what is essentially a glob of napalm at the target. On a hit, the target takes the weapon’s damage and are set alight, taking 1d4 fire damage at the beginning of each of its turns. A creature can end this ongoing damage by using its action to make a DC 10 Dexterity saving throw to extinguish the flames. The napalm also splashes nearby creatures. All creatures adjacent to the target must make a a DC 12 Dexterity saving throw. On a failed save they take 2d8 fire damage.
Harpoon Gun. A ship-mounted weapon adapted for personal carriage and use. A target hit by a harpoon gun is pushed back 10 feet in addition to taking damage. If their movement ends adjacent to a wall or other barrier, they are pinned to it and become grappled (escape DC 12).
Junk Jet. The Junk Jet fires any junk item (such as a wrench, scalpel, clock, or anything else) loaded into its hopper. In effect, it allows a character to use any salvage they may have on their person as ammunition.
The junk jet can carry up to forty salvage in its hopper at any one time. However, when reloading an empty hopper, its wielder can only load two salvage per slow reload due to the time necessary to remove the miscellaneous junk items from their pack and load them into the hopper. The junk jet is therefore impractical to reload mid-combat or in other tense situations.
Because salvage is an abstraction, the player can choose what junk item is being fired by the junk jet. Accordingly, it deals their choice of piercing, bludgeoning, or slashing damage depending on the object fired.
Missile Launcher. When firing the missile launcher, the wielder chooses any target within range and makes an attack roll against a DC of 10, or 15 if the target is in long range. Cover and obscured areas apply their effects as normal. If firing at an area behind cover, apply the cover bonus to AC to the DC.
If the attack roll is lower than the DC, the missile lands 5 feet away from the original target for every 1 by which the attack result fell short, in a randomly determined direction (assign compass directions to a d8).
All creatures within 15 feet of the point of impact must make a DC 15 Dexterity saving throw. On a failed saving throw, a creature takes 10d6 fire damage, or half that on a success. A missile launcher cannot score a critical hit.
Nuke Launcher. This weapon is a shoulder-mounted mini nuke launcher. When firing it, precision is therefore not required. The wielder chooses any space within range and makes an attack roll against a DC of 10, or 15 if the target is in long range. Cover and obscured areas apply their effects as normal. If firing at an area behind cover, apply the cover bonus to AC to the DC.
If your attack roll is lower than the DC, the mini nuke lands 5 feet away from the original target for every 1 by which your result fell short of the DC, in a randomly determined direction (assign compass directions to a d8).
The mini-nuke’s explosion affects a 45-foot radius circle centered on the target. All creatures within the affected area make a DC 15 Dexterity saving throw. The damage dealt to a creature depends on where it is relative to the explosion’s ground zero, as shown in the table below. On a successful save, a creatures takes only half the listed damage. A nuke launcher cannot score a critical hit.
Nuke Damage By Area | |
---|---|
Distance From Centre | Damage |
Ground Zero | 9d12 fire and 9d12 radiation |
10 ft. | 7d12 fire and 7d12 radiation |
20 ft. | 5d12 fire and 5d12 radiation |
30 ft. | 3d12 fire and 3d12 radiation |
40 ft. | 1d12 fire and 1d12 radiation |
Low-Tech Weapons
Low-Tech Weapons | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Weapon | Cost | Damage | Weight | Ammo | Properties | Modifications | ||||||
Simple Ranged Weapons | Barrel | Grip | Magazine | Muzzle | Receiver | Sights | ||||||
Bow | 10 caps | 1d8 piercing | 2 lb. | Arrow | ammunition (range 50/150), two-handed | — | — | — | — | — | — | |
Composite Bow | 15 caps | 1d8 piercing | 3 lb. | Arrow | ammunition (range 60/180), two-handed | — | — | — | — | — | — | |
Crossbow | 15 caps | 1d10 piercing | 5 lb. | Bolt | ammunition (range 50/150), two-handed, loading | — | — | — | — | — | Electronic, Scope, Night Vision, Recon | |
Sling | 3 caps | 1d6 bludgeoning | — | Stone | ammunition (range 30/120) | — | — | — | — | — | — |
Miscellaneous Weapons
Miscellaneous Weapons | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Weapon | Cost | Damage | Weight | Ammo | Properties | Modifications | ||||||
Martial Ranged Weapons | Barrel | Grip | Magazine | Muzzle | Receiver | Sights | ||||||
Alien Atomizer | — | 2d8 energy | 2 lb. | Alien Blaster Round | ammunition (range 60/180), reload (20 rounds) | — | — | Fusion | Long | Comfort Grip | Scope, Night Vision | |
Alien Disintegrator | — | 4d6 energy | 7 lb. | Alien Power Module | ammunition (range 40/120), reload (96 rounds) | — | — | Fusion | Long | — | Scope, Night Vision, Recon | |
Alien Blaster | 1551 caps | 3d6 energy | 2.5 lb. | Alien Blaster Round | ammunition (range 50/150), reload (42 rounds) | — | — | Fusion | Long | Comfort Grip | Scope, Night Vision | |
Cryolater | 302 caps | 4d6 cold | 13.2 lb. | Cryo Cell | ammunition (range 40/120), reload (25 rounds), two-handed, special | — | — | — | Crystallising Barrel | Recoil Compensating | Electronic | |
Drone Cannon | — | 10d6 energy (special) | 18 lb. | Alien Power Module | ammunition (range 60/180), reload (417 rounds) | — | — | — | — | — | — | |
Drone Cannon Ex-B | — | 10d6 energy (special) | 18 lb. | Alien Power Module | ammunition (range 100/300), reload (417 rounds) | — | — | — | — | — | — | |
Holorifle | — | 9d6 energy | 8 lb. | Fusion Cell | ammunition (range 50/150), reload (4 rounds), two-handed | — | — | — | — | — | — | |
Laser RCW | 2150 caps | 2d8 energy | 6.5 lb. | Fusion Cell | ammunition (range 60/180), full auto (20 rounds), reload (120 rounds), two-handed, special | — | — | special | — | — | — | |
K9000 | 7500 caps | 6d6 piercing | 27 lb. | .357 | ammunition (range 80/240), full auto (10 rounds), reload (50 rounds), two-handed | — | — | — | — | — | — | |
MPLX Novasurge | — | 9d6 fire | 7.8 lb. | Fusion Cell | ammunition (range 70/210), reload (16 rounds), special | — | — | — | — | — | — | |
Pulse Rifle | 484 caps | 5d4 electrical | 9 lb. | Fusion Cell | ammunition (range 50/150), reload (10 rounds), two-handed | — | — | — | — | — | Electronic | |
Tesla Rifle | 90 caps | 2d4 electrical | 5 lb. | Fusion Cell | ammunition (range 50/150), reload (14 rounds), two-handed, special | — | — | — | Automatic | — | Electronic |
Miscellaneous Weapon Special Properties
The special rules associated with certain miscellaneous weapons are listed below.
Cryolator. In addition to taking cold damage, the target of a cryolator must make a DC 12 Constitution saving throw or be restrained until the end of their next turn.
Drone Cannon. When firing the drone cannon, the wielder chooses any target within range and makes an attack roll against a DC of 10, or 15 if the target is in long range. Cover and obscured areas apply their effects as normal. If firing at an area behind cover, apply the cover bonus to AC to the DC.
If the attack roll is lower than the DC, the missile lands 5 feet away from the original target for every 1 by which the attack result fell short, in a randomly determined direction (assign compass directions to a d8).
All creatures within 10 feet of the point of impact must make a DC 15 Dexterity saving throw. On a failed saving throw, a creature takes 10d6 energy damage, or half that on a success. A drone cannon cannot score a critical hit.
Drone Cannon Ex-B. As the drone cannon above.
Holorifle. The holorifle is equipped with a nightvision scope.
Laser RCW. The Laser RCW can be equipped with a unique magazine modification, the Laser RCW Recycler. While equipped, the Laser RCW is able to slowly recharge its fusion cell while firing, extending its life. Each fusion cell loaded into the RCW has an ammunition capacity of 25 shots, increasing the weapon's maximum capacity to 150. The Laser RCW Recycler is extremely rare and costs 1900 caps. It has a weight of +0.1 lbs.
K9000 Cyberdog Gun. This weapon is a machine gun that has been combined with a cyberdog’s brain in a jar. Two metallic dog ears atop the weapon and a “sniffer” attached to the jar allow the brain to compute sensory data. Using sense of smell and sound, the K9000 detects the presence of nearby enemies even through nearby walls. When a target is detected the gun growls, and its ears wiggle agitatedly when the gun is pointed in the right direction. While wielding the K9000 you have advantage on Wisdom (Perception) checks to detect hostile creatures, but you have disadvantage on your own Stealth checks to hide from hostile creatures.
MPLX Novasurge. The Novasurge consumes 2 rounds per shot.
Tesla Rifle. A tesla rifle fires an electrical discharge that arcs from the original target to any secondary target within 15 feet of the first. It can continue arcing from target to target, but never back to a target already hit. One fusion cell is consumed per target hit, up to a maximum of fifteen targets (depleting its clip capacity).
Ranged Weapon Modifications
See the Ranged Weapon Modifications page.
Ranged Weapon Ammunition
See the Ammunition page.