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=== FIREARMS === '''PISTOLS''' </br> You are not at disadvantage using a pistol in melee (as with most ranged weapons). Also small sized creatures can use heavy pistols in two handed and not be at disadvantage with it. This only works for pistol weapons though.</br> '''Palm Pistol''': these are light, easily concealable auto-loading slug-throwing pocket pistols.</br> '''Derringer''': a two barreled (one on top of the other) break-barrel loader pocket pistol.</br> '''Revolver'''[https://www.pinterest.com/pin/119204721374484721/]: a simple but reliable repeating handgun with six revolving cylinder.</br> '''Heavy Revolver''': a heavy version of the standard revolver.</br> '''Autoloader Pistol'''[https://www.pinterest.com/pin/335307134766259501/]: a light semi-automatic pistol, fairly cheap and reliable and popular for self-defense.</br> '''Heavy Autoloader''': a high caliber semi-automatic pistol often used by law enforcement and the military forces.</br> '''Hand Cannon'''[https://www.pinterest.com/pin/3518505950323187/]: a five cylinder, heavy caliber revolver popular with bounty hunters and big game hunters due to its high stopping power (Restricted).</br> '''Shotgun Pistol''': this two barreled (over-under or side-by-side) pistol fires shotgun rounds.</br> '''Machine Pistol'''[https://www.pinterest.com/pin/336433034671712952/]: a light, fully automatic pistol (Restricted).</br> '''Splinter Pistol''': This weapons use advantage ballistic rounds that ‘splinter’ on impact, something like hollow-point rounds, but possess a denser core that splints the round at designated points and tears through the target’s flesh with superior power (Military).</br> '''Caseless Pistol''': the rounds of this semi-automatic pistol are consumed when the weapon fires, allowing additional ammunition to be fitted into the magazine clip and for a more compact firearm (as it does not require the ejector mechanism, etc.) (Restricted)</br> '''Stun Pistol''': this non-lethal pistol is popular with the non-violent or those who want prisoners.</br> '''Coil Pistol''': this pistol uses advanced magnetic coils to accelerate a metal round at supersonic speeds.</br> '''Holdout Laser''': a pocket laser pistol, firing concentrated light beam.</br> '''Laser Pistol'''[https://www.pinterest.com/pin/68741742484/]: standard laser pistol, popular throughout society.</br> '''Blaster Pistol''': packing more punch via particle acceleration, the blaster pistol is popular with most militaries (Restricted).</br> '''Reever Pistol''': pistol that fires necrotic rays that literally rotting living flesh off the target’s bones. Affected targets cannot benefit from healing until the start of your next turn and require a '''DC15''' Constitution saving throw or lower their maximum Hit Point total by the amount of damage they just suffered. These lost hit points can only be restore during a long rest at ½ the normal rate (Illegal).</br> '''Posion Ray Pistol'''[https://www.pinterest.com/pin/7107311898395810/]: an fairly illegal weapon that fires concentrated rays of posion energy at its foes (Illegal)</br> '''Grenade Launcher (GL) Pistol''': a one-shot break-barrel pistol that can be loaded with a variety of rifled grenades and fired for distance (Military).</br> '''Air Dart Pistol''': this specially designed semi-automatic pistol fires small needles via air compression (including in the clip). They inflict no damage but can deliver any medical or toxic injections.</br> '''Needler Pistol''': somewhat illegal, this semi-automatic pistol fires poisonous, high-density needles (Restricted).</br> '''Hand Flamer''': this bulky pistol with large powercell protects flames out in a fifteen foot cone. (Military).</br> '''Capsicum Spraye'''r: a special spray pistol that contains pure capsaicin, with a Scoville rating more than 10,000,000 (double pepper spray). If the attacker scores a critical hit against the target its’ at disadvantage with its initial save.</br> '''Screamer''': firing concentrated sounds at extremely high decibels, this weapon literally rips flesh apart. (Restricted).</br> '''Restraint Pistol''': this heavy pistols fires a super-tech, ultra-fast hardening goo that restrains a target in place.</br> '''Plasma Pistol'''[https://www.pinterest.com/pin/155514993372686965/]: heavy pistol firing devastating concentrated plasma bolts. (Military) {| class="wikitable" | '''WEAPON''' || '''COST''' || '''DAMAGE''' || '''RANGE''' || '''WT''' || '''PROPERTIES''' |- | Palm pistol* || 100 || 1d6 piercing || 40/200 || 1 || DT, holdout, light, reload (8m), silent |- | Derringer* || 65 || 1d6 piercing || 40/200 || 1 || DT, feet (2b), holdout, light |- | Revolver* || 200 || 1d8 piercing || 50/250 || 2 || Feed (6c) |- | Heavy Revolver* || 250 || 1d10 piercing || 50/250 || 3 || Fead (6c), heavy |- | Autoloader Pistol* || 400 || 1d8 piercing || 50/250 || 2 || DT, light, reload (18m) |- | Heavy autoloader* || 500 || 1d10 piercing || 50/250 || 3 || DT, heavy, reload (12m) |- | Hand cannon* || 550 || 2d6 piercing || 50/250 || 5 || Feed (5c), heavy |- | Shotgun pistol* || 350 || 2d6 piercing || 20/80 || 4 || DT, feed (2b), heavy, shotgun, UM |- | Machine pistol* || 450 || 1d8 piercing || 50/250 || 3 || Auto, light, reload (30m) |- | Splinter pistol || 1,000 || 1d12 splinter || 50/250 || 3 || DT, reload (13m) |- | Caseless pistol || 700 || 1d8 piercing || 50/250 || 2 || Auto, DT, light, reload (30m) |- | Stun pistol || 250 || n/a || 10/60 || 2 || Light, reload (pc/A shots 10), stun (13) |- | Coil pistol || 2,000 || 1d8 piercing || 100/400 || 2 || Holdout, light, meganetic, reload (10m) |- | Holdout laser || 600 || 1d6 fire || 100/400 || 1 || DT, holdout, laser, reload (pc/A shots 10) |- | Laser pistol || 750 || 1d8 fire || 100/400 || 2 || DT, burst, laser, light, reload (pc/2A shots 40) |- | Blaster pistol || 850 || 2d6 fire || 50/200 || 5 || DT, heavy, reload (pc/B shots 15) |- | Reever pistol || 1,500 || 1d10 necrotic || 20/200 || 4 || Reload (pc/B shots 15) |- | Posion Ray Pistol || 1,000 || 1d10 posion || 30/200 || 4 || Reload (pc/B shots 20) |- | GL pistol* || 600 || grenade || 100/300 || 5 || Grenades type, loading, UM |- | Air dart pistol* || 250 || special || 20/100 || 4 || Light, reload (4i), UM |- | Needler pistol* || 500 || 1d6 piercing || 50/250 || 2 || Light, reload (8m), toxic |- | Hand flamer || 800 || 2d6 fire || special || 6 || Flame, heavy, reload (pc/C shots 10), UM |- | Capsicum sprayer* || 200 || n/a || 5/20 || 2 || Light, poison (21), reload (3m) |- | Screamer || 1,000 || 2d6 thunder || 50/100 || 4 || Reload (pc/B shots 12), sonic |- | Restraint pistol || 2,000 || n/a || 50/200 || 5 || Reload (pc/B shots 8), restrained (18) |- | Plasma pistol || 5,000 || 2d8 plasma || 50/200 || 6 || Direct fire (AOE 5ft), heavy, plasma, reload (pc/2B shots 10) |- |} '''RIFLES'''</br> Note that all rifles are automatically 2-handed weapons.</br> '''Bolt-action Rifle''': this simple rifle requires the shooter to reload the muzzle chamber after each shot. He pulls back the bolt, which ejects the spent round, then pushing forward and locking it reloads it.</br> '''Shotgun''': a pump action shotgun rifle.</br> '''Semi-Automatic Rifle''': fairly popular rifle with hunters and colonists for home defense due to cost.</br> '''Submachine Gun''': a fully automatic light rifled weapon to spray your foes with bullets.</br> '''Assault Rifle'''[https://www.pinterest.com/pin/AbfFyKCKq07kk2By-6uJE70mq8Uwg8YBLEusfIEIFbhLjK-GsO74lWk/]: a heavier version of a SMG, a standard military weapon for mercenaries (Restricted).</br> '''Combat Shotgun'''[https://www.pinterest.com/pin/383720830760430323/]: a fully automatic rifled shotgun (Restricted).</br> '''Caseless Rifle''': as with the caseless pistol (Restricted).</br> '''Sniper Rifl'''e: build with advanced sights and scope, this is a military semi-automatic rifle (Restricted).</br> '''Heavy Sniper Rifle''': a heavier caliber sniper rifle (Military).</br> '''Splinter Rifle''': a heavier version of the splinter pistol (Military).</br> '''Railgun'''[https://www.pinterest.com/pin/4785143345836276/]: uses advanced magnetic coil accelerators to fire rounds at hypersonic speeds (Military).</br> '''Grenade Launcher''': a semi-automatic grenade launcher with internal clip with a pump action reload feature (Military).</br> '''Sonic Stunner''': a non-lethal rifle version of the stunner, popular with law-enforcement.</br> '''Laser Carbine''': very popular, the laser carbine is light enough to be used by most creatures.</br> '''Laser Rifle''': standard issue military combat laser (Restricted).</br> '''Sniper Laser Rifle''': somewhat delicate laser rifles with enhanced sights for accuracy and range. (Military).</br> '''Blaster Rifle'''[https://www.pinterest.com/pin/3518505947275483/]: heavy particle acceleration rifles. (Military).</br> A'''ssault Blaster Rifle''': a fully automatic, medium squad support blaster rifle. (Military).</br> '''Cold Gun''': fire a freezing ray of cold that can inhibit target’s speed (as well as kill them) (Restricted).</br> '''Lightning Rifle''': packing a powerful electrical blast they can even short out electronic devices (Restricted).</br> '''Air Rifle''': specialize rifle that fires injector rounds.</br> '''Needler Rifle''': a rifled version of the pistol needler, it has a better range (Restricted).</br> '''Flamer''': these heavy rifles project flames out in a thirty foot cone. (Military).</br> '''Plasma Rifle''': heavy plasma weapons to take out even bunkers. (Military)</br> {| class="wikitable" | '''WEAPON''' || '''COST''' || '''DAMAGE''' || '''RANGE''' || '''WT''' || '''PROPERTIES''' |- | Bolt-action rifle* || 400 || 2d6 piercing || 200/1,000 || 8 || Feed (5i) |- | Shotgun* || 400 || 2d8 piercing || 50/120 || 10 || Feed (5i), heavy, shotgun, UM |- | Semi-auto rifle* || 550 || 2d6 piercing || 200/1,000 || 7 || DT, reload (20m) |- | SMG* || 600 || 1d10 piercing || 150/800 || 6 || Auto, burst, DT, reload (50m) |- | Assualt rifle* || 750 || 2d6 piercing || 200/1,000 || 9 || Auto, burst, DT, heavy, reload (60m) |- | Combat shotgun* || 700 || 2d8 piercing || 50/120 || 15 || Auto, burst, DT, heavy, reload (30m), shotgun |- | Caseless rifle || 1,200 || 2d6 piercing || 200/1,000 || 10 || Auto, burst, DT, reload (100m) |- | Sniper rifle* || 850 || 2d8 piercing || 300/2,500 || 12 || Bulky, DT, feed (5i), heavy, silent |- | Heavy sniper rifle* || 1,500 || 2d10 piercing || 300/2,500 || 18 || Bulky, DT, feed (5i), heavy |- | Splinter rifle || 1,400 || 2d8 splinter || 200/1,000 || 11 || Auto, burst, DT, heavy, reload (40m) |- | Railgun || 8,000 || 2d8 piercing || 300/1,500 || 20 || AP, heavy, magnetic, reload (10m) |- | Grenade launcher* || 750 || grenade || 100/300 || 10 || Feed (6i), grenade type, heavy, UM |- | Sonic stunner || 700 || n/a || 50/200 || 5 || Reload (pc/A shots 10), sonic |- | Laser carbine || 950 || 1d10 fire || 250/1,500 || 6 || DT. burst, laser, reload (pc/B shots 120) |- | Laser rifle || 1,250 || 1d12 fire || 250/1,500 || 9 || DT, burst, laser, reload (pc/B shots 100) |- | Sniper lasgun || 1,500 || 2d8 fire || 500/3,000 || 14 || Bulky, DT, heavy, laser, reload (pc/C shots 30) |- | Blaster rifle || 2,000 || 2d8 fire || 100/800 || 12 || Heavy, reload (pc/C shots 25) |- | Assault blaster || 10,000 || 2d8 fire || 100/800 || 24 || Auto, bulky, burst, heavy, reload (pc/2C shots 50) |- | Cold gun || 5,000 || 2d8 cold || 100/500 || 15 || Cold, reload (pc/C shots 20) |- | Lightning rifle || 5,000 || 2d6 lighting || 200/1,000 || 14 || Pincher, reload (pc/C shots 20) |- | Air dart rifle* || 300 || n/a || 50/200 || 6 || Reload (20m), silent |- | Needler rifle* || 1,000 || 1d8 piercing || 100/500 || 6 || Reload (16m), toxic, silent |- | Flamer || 1,200 || 2d6 fire || special || 22 || Flame, heavy, reload (pc/D shots 30) |- | Plasma rifle || 15,000 || 2d10 plasma || 100/500 || 20 || AP, direct fiure (AOE 10ft), bulky, heavy, plasma, reload (pc/C shot 10) |- |} '''HEAVY WEAPONS''' </br> Automatically have the Bulky, Heavy and 2-Handed weapon properties. Heavy weapons not mounted (bipod, tripod, Weapon Gimble or Grav-Suspensors) can only be used by Medium sized creatures at disadvantage to weapon attack check with them. Larger sized creatures are not at disadvantage. All are Military availability.</br> '''Machinegun''': squad support weapons to lay down heavy automatic fire.</br> '''Caseless Machinegun''': caseless version.</br> '''Splinter Machinegun''': a heavier splinter machinegun.</br> '''Anti-Armor Rifle''': these heavy rifles fire super dense rounds to penetrate bunkers, tanks, etc.</br> '''Auto-Grenade Launcher''': this grenade launcher includes an oversized 20 round cylinder magazine. It can fire up to three grenades with an attack action. The shooter determines where each grenade lands, including making them land on each other (thus targets in the area suffering three affects at the same time).</br> '''Mortar''': semi-portable tube with mounting used mostly as a military support weapon. See Grenades for damage and notes. Breaks down into three 20lbs pieces for easier carry.</br> '''Rocket Launcher''': one-shot/use weapon is fired directly at a vehicles. Against Large sized targets or smaller have advantage on their save.</br> '''Lasgun''': a heavy, semi-portable laser rifle for assault and infantry squad support weapon.</br> '''Heavy Assault Blaster'''[https://www.pinterest.com/pin/1759287344366636/]: heavy fully automatic particle acceleration rifles.</br> '''Heavy Railgun''': a heavy railgun using advanced magnetic acceleration.</br> '''Heavy Plasma Gun''': heavier version of the plasma rifle.</br> {| class="wikitable" | '''WEAPON''' || '''COST''' || '''DAMAGE''' || '''RANGE''' || '''WT''' || '''PROPERTIES''' |- | Machinegun* || 2,500 || 2d8 piercing || 200/1,000 || 30 || Auto only, reload (200m) |- | Caseless machinegun || 3,000 || 2d8 piercing || 250/1,500 || 22 || Auto only, reload (500,) |- | Splinter machinegun || 4,000 || 2d10 splinter || 200/1,000 || 26 || Auto only, reload (300m) |- | Anit-armor rifle || 3,500 || 3d12 piercing || 250/1,500 || 30 || AP, reload (12m) |- | Auto-GL* || 1,800 || grenade || 100/300 || 50 || Grenade tyoe, reload (30m) |- | Mortar* || 2,000 || mortar || 150/1,000 || 60 || Loading, mortar type |- | Rocket launcher* || 1,500 || 3d6x3 explosive || 600/5,000 || 20 || AP, direct fire (AOE 10ft), loading |- | Lasgun || 20,000 || 3d6 fire || 600/5,000 || 60 || AP, laser, reload (pc/D shot 60) |- | Heavy assult blaster || 30,000 || 3d8 fire || 200/1,000 || 80 || AP, direct fire (AOE 5ft), reload (pc/2D shots 40) |- | Heavy railgun || 40,000 || 3d10 piercing || 400/3,000 || 90 || AP, heavy auto only, magnetic, reload (200m) |- | Heavy plasma gun || 60,000 || 4d10 plasma || 300/1,500 || 120 || AP, direct fire (AOE 15ft), plasma, reload (pc/E shots 30) |- |} ==== Ammunition and Powercells ==== For energy weapons like lasers, they require a powercell to fire. Look under the weapons properties and then add the cost for any multiple powercells for each weapon cell. For example a Laser Rifle uses a B cell, so a new fully charged powercell cost 40 credits and weights 1 lbs. These powercells are dedicated to that weapon type (i.e. Laser Rifle only) and not interchanged with other weapons or gear that use that powercell</br> For slug-throwers, magnetic coil guns, etc. they require slugs and clips.</br> For most pistols is costs 50 credits for 100 rounds that weight around 8 lbs. New clips cost 10 credits each and weight ¼ lb. when empty. Hand Cannons ammo cost 100 credits for 100 rounds and weight 12 lbs. Speed-loading Revolver & Hand Cannon cylinders are also available for 25 credits and weigh ½ lb. each and change them from Feed to Reload (m). Most rifle rounds cost 100 credits for 100 rounds and weight 12 lbs. A new rifle magazine clip cost 15 credits and weights ¼ lb. empty. Splinter Pistol rounds cost 150 credits and weigh 10 lbs. for 100 rounds, while the Rifle version cost 250 credits and weigh 15 lbs. and machine gun splinter rounds weigh 20 lbs. and cost 400 credits for 100 rounds. Mags cost the same as normal firearms. Sniper rifle and machinegun rounds cost 150 credits for 100 and weigh 15 lbs. New sniper magazine clips are 10 credits and weight ¼ lb. empty. Heavy machineguns, autocannons and chaingun ammo cost 250 credits for a 100 and weigh 25 lbs. Machineguns use belts or boxes for ammo that cost 25 credits each and weigh 1 lb. ‘empty’.</br> For caseless weapons, full clips must be purchased. Each costs in credits is 2 times the number of rounds for a full chip and the full weigh is on average ½ lb. for pistols, 1 lb. for rifles, 5 lbs. for a machinegun and 30 lbs. for a heavy machinegun.</br> Capsicum cartridge cost 25 credits each and weigh ¼ lb.</br> A full clip for a Needler pistol cost 100 credits and weighs ¼ lb. and a rifle cost 250 credits at ½ lb. (and they are Illegal).</br> Magnetic/Coil/Railgun/Mass Drive weapons are sold as full clips also and cost 10 credits times the number of rounds in a full clip times the full clip’s weigh. This includes a powercell incorporated into the clip. Full clips generally weight one-fourth the weapon itself weight (i.e. a Coil pistol clip is ¼lb and cost 25 credits, while a Mass Drive mag is 125lbs and cost 3,750 credits).</br> '''SPECIAL AMMUNTION'''</br> )One advantage that the basic slug throwers and caseless firearms (only( have is that they can use a variety of different types of ammunition the weapon. These modifiers can also be applied to bow’s arrows or a crossbow’s bolts but assume that each special arrow or bolt has a base costs one credits for each. *'''Acid Slug''': deal +1d6 acid damage to base damage. On the following round the target suffers another 1d6 acid damage. Cost is 25 times the normal cost. (Restricted) *'''Adamantine Rounds''': dense heavy-core rounds for heavy autoloaders, hand canons, shotguns, and rifles (and arrow and bolt). Ten times the cost per round and add the AP property to the weapon. *'''Cold Iron''': triples the cost of the rounds and deals extra damage to certain creatures. *'''Rubber Rounds''': deal minimum damage but target is at disadvantage on all attack rolls and ability and skill checks until the start of your next turn. If you roll a critical hit the target instead gains the Stunned condition until the start of your next turn. Cost is double for normal rounds. *'''Shaped Capsules''': military grade shape-charged explosive rounds for heavy autoloaders, hand canons, shotguns, rifles, arrow and bolt. Add properties AP and +1d8 explosive damage to the weapon. Cost is 30 times the normal round cost. (Military) *'''Shock Slugs''': Cost 20 times the normal cost and adds the Pincher weapon quality and lightning damage to the round. *'''Silver Rounds''': ten times the base cost of the round and deals extra damage to certain creatures. '''INJECTOR ROUNDS'''</br> These rounds are fired from an Air firearms, but can also be delivered through a hypospray injector or syringe (see Medical Gear). Huge sized creatures and larger along with anyone in an Exo-suit or with an active Energy Shield are immune to these rounds. Large size creatures and anyone wearing Heavy armor impose disadvantage on air round attacks. Injectors do not work on undead or incorporate creatures. All injected drugs are considered analogy except Detonator nanites.</br> *'''Detonator''': This injection introduces nanites into the subject that are programed to activate based on parameters you set before injection. As a reaction to a condition you determine, the target takes 3d6 necrotic damage and gain the Poisoned condition until the end of its next round, '''DC18''' Constitution for half and not suffer the '''''Poisoned''''' condition. Cost 25 credits dose (Military). *'''Fear''': A psychotropic that makes the subject see the thing it most fears all around it. The subject makes a '''DC15''' Constitution save or gains the '''''Frightened''''' conditions which includes all friends and foes. At the end of its turn the subject makes another Constitution save, success means it recovers, otherwise it remains frightened until the save is made. Cost 50 credits dose (Illegal). *'''Narcosynthesis''': Truth serum multiplied by fifty. Subject must make a '''DC20''' Constitution save or for the next hour it is at disadvantage with all Charisma (Deception) checks and others gain advantage on all Wisdom (Insight) checks against it. Cost 25 credits dose. *'''Open Mind''': This injection is a concoction of barbiturates, amphetamines akin to LSD. The subject makes a '''DC15''' Constitution save or gains the '''''Charmed''''' condition against any and all suggestions made to it by anyone speaking to it that the target can hear and understand. It can make new save at the end of each of its turns to remove the condition. Cost 50 credits dose. *'''Pain''': This injection does not inflict pain, but rather hypersensitive the dermal nerve network, making the subject fell all sensations with uncomfortable intensity. The subject gets a '''DC15''' Constitution save or each time the target takes damage it suffers and additional 1d6 damage from each attack that hits it this round. This is not double by critical hits. The subject can make a new save at the end of each of its turns to remove the affect. Cost 30 credits dose (Restricted). *'''Paralysis''': This broad-spectrum mélange of neuromuscular-blocking drugs can inflict near instant paralysis in a subject. A subject hit must make a '''DC15''' Constitution save or gain the '''''Paralyzed''''' condition. At the end of each of its turns afterwards it gets a new save. Success removes the condition. Cost 75 credits dose (Illegal). *'''Sleep''': This heavy dose of diazepam and various opioids might actually kill a horse. A creature hit must make a '''DC15''' Constitution save or fall '''''Unconscious'''''. If hit again with the same injection within 1 minute, the '''DC''' increases by +5 (cumulative to a max DC25). The target remains unconscious for five minutes or until the sleeper takes damage or something takes an action to shakes it awake. Also gains one level of Exhaustion on failed save. Cost 100 credits dose. *'''Slow''': This strange medley of drugs causes muscle relaxation by depressing the central nervous system. A subject hit must make a '''DC15''' Constitution save or its Speed is halved (round down to nearest 5ft) and is at disadvantage on Dexterity ability and skill checks and attack rolls. At the end of its turn the subject can make a new save to remove this affect. Cost 75 credits dose.
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