00 - Weapon and Armor Tables

Melee Weapons

Name Cost Dmg Properties Special
Energy Sword, Long 55 1d12 Radiant Finesse, Tech (1 Amp) It is light, and handles like a rapier. The blade only consumes a charge when it makes contact.
Energy Sword, Short 45 1d10 Radiant Finesse, Light, Tech (1 Amp) It is light, and handles like a rapier. The blade only consumes a charge when it makes contact.
Hardlight Saber 125 2d8 Radiant Finesse, Tech (2 Amps) The blade consumes power for each round it is active.
Industrial Chainsword, Long 150 1d8 Slashing Versatile (1d10) (see weapon description)
Monofilament Blade 25 1d6 Piercing/Slashing Finesse, Reach -
Stun Baton 25 1d4 Bludgeoning + 1d6 Lightning (Non-Lethal) Charges (3), Special (stunned), Light, Finesse On a successful hit with shock damage, the target must succeed a DC15 CON saving throw or be stunned until the beginning of the attackers round. Rechargeable, non-replaceable battery.
Stun Baton, Extensible 50 1d4 Bludgeoning + 1d6 Lightning (Non-Lethal) Charges (6), Special (stunned), Light, Finesse On a successful hit with shock damage, the target must succeed a DC15 CON saving throw or be stunned until the beginning of the attackers round. Replaceable battery, and comes with 6 charges by default.
Vibroknife 35 1d4/1d8 Slashing Finesse, Light, Thrown (20/60), Tech (1 Amp) Activating the blade jumps the damage to 1d8, then reverts to normal dagger at 1d4)

Ranged Weapons

Also for reference are the Specialty Arrows

Name Cost Dmg Properties Special
Barbed Speargun, Banded 40 1d4 Piercing Range (15), Light, Special (Tethering) On a successful hit, the target is Tethered to the shooter with a range of 15 feet, and must make a STR save (DC 10) or be pulled 5-feet towards the shooter each round. If Tethered, removing the spear causes an additional 1d4 damage. Dealing 2 slashing damage to the tether (AC 10) frees the creature without additional damage. If cut free, the speargun must be repaired before it can be fired again.
Barbed Speargun, Pneumatic 135 1d6 Piercing Range (30), Light, Special (Tethering) On a successful hit, the target is Tethered to the shooter with a range of 30 feet, and must make a STR save (DC 15) or be pulled 10-feet towards the shooter each round.
Coil Rifle 75 2d6 Piercing Range (100/400), Ammunition (24), Tech (2 Amp), Loading The battery charges capacitors that rapidly shift the magnetic polarity around the barrel, releasing metal slugs at high velocity.
Coil Rifle, Anti-Tank 350 4d6 Piercing, Bludgeoning Range (150/600), Sniper (300), Ammunition (1/Battery Bullet), Loading, Two-Handed This rifle uses specialized battery/slug magazines that allow for more rapid reloading. Each shot consumes the entire battery charge.
Laser Rifle 150 2d8 Radiant Tech (1 Amp), Range (100/300), Sniper (250), Two-Handed, Special (Laser) In order to damage the target, the attacker must keep the beam constant on them for the entire duration of the round, and can therefore only make one attack per round.
Plasma Blaster 65 2d6 Fire, Bludgeoning Tech (3 Amps), Two-Handed, Scatter Range (15/30). Blasts a web of plasma in a 15-foot spread. Damage halved after first range increment, no damage after second. Accepts extended batteries.
Plasma Pistol 50 1d8 Fire, Bludgeoning Tech (2 Amps), Range (30/120), Light -

Armor and Shields

Name Cost AC Properties Type Special