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 |
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