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Weapon Properties

1H / 2H: Whether the weapon is wielded one-handed or two-handed. A 2H weapon cannot be fired with one hand without the appropriate training.

Ammunition ( - / - ): Two numbers - rounds per magazine / round type. You can only fire when loaded.

Accurate (-): +N to all attack rolls with this weapon.

Deviation (-): Nominate a point within range. Roll an attack vs AC 10 (+5 per range increment beyond first). On a miss, roll the scatter die and a deviation die (subtract DEX bonus, min 1); result = 5 ft increments deviated in scatter direction. At long range, targets have advantage on saves and deviation dice doubled.

Range: Each weapon's listed range in feet is its Normal (x1) range. Beyond that, distance scales into Range Multiples (x2, x3, x4) with cumulative penalties. Beyond x4 the target is out of range and cannot be hit.

Distance band Range Multiple Penalty
0 to listed range x1 (Normal) None
listed range, up to 2x x2 Disadvantage
2x listed range, up to 3x x3 Disadvantage and -5
3x listed range, up to 4x x4 Disadvantage and -10
beyond 4x - Out of range

At long range (x3 and beyond) targets have advantage on saves caused by the attack and any deviation dice are doubled. Burst, Controlled Burst, Spray, and Riddle suffer an additional -5 per Range Multiple beyond x1 (so -5 at x2, -10 at x3, -15 at x4), stacking on top of the table above. See Combat Actions for full firing-mode rules.

Example (Pistol, Range 30 ft): Bands are 0-30 (x1), 31-60 (x2), 61-90 (x3), 91-120 (x4). A target at 70 ft is * x3 = Disadvantage and -5. A Controlled Burst at the same range adds another -10 (Burst/Auto: -5 per Multiple beyond x1, summed across x2 and x3) for a total of Disadvantage and -15*.

Example (Assault Rifle, Range 120 ft): Bands are 0-120 (x1), 121-240 (x2), 241-360 (x3), 361-480 (x4). A target at 300 ft is x3 = Disadvantage and -5 for a Single Shot. A Controlled Burst at 300 ft adds another -10 for a total of Disadvantage and -15. A target at 500 ft is out of range entirely.

Reloading: Spend an action or one attack to reload when empty. A reload consumes one spare magazine from your carried pool; see Ammunition.

Recoil (-): If Strength is less than the Recoil value, -1 to Single-Shot attack rolls; for Burst/Auto, attack penalty = Recoil - Strength.

Critical Success/Failure: Natural rolls at or below the critical-failure range auto-fail; natural rolls at or above the critical range score a critical (double damage dice).

Close Quarter Combat (CQC): No disadvantage firing within 5 ft of an enemy.

Covert: Advantage on Sleight of Hand to conceal.

Manual Action: After firing, spend an action or sacrifice an attack to chamber the next round.

Blast (-ft): Creatures within the radius make a DEX save DC 8 + proficiency + DEX mod (if proficient). Fail = full damage; pass = half.

Braced: Disadvantage on attack rolls unless braced (bipod, wall, sandbags, etc.).

Dependable: On a misfire, roll two d100 and use the higher.

Ignite: On damage to a creature wearing cloth, ignites for 1d6 fire damage per round until extinguished (action).

Inaccurate (-): -N penalty to attack rolls with this weapon.

Lite: Compact, lightweight, and easy to carry concealed. Allows off-hand bonus-action attacks without dual-wielding training, and grants advantage on Sleight of Hand to draw quickly. (Distinct from the "Light" armor weight class.)

Mounted: Cannot be fired without a tripod, bipod, or vehicle mount. Setting up the mount costs an action.

Select Fire (S/B/A): The weapon offers more than one firing mode - any combination of Single-shot, Burst, and Auto. Switch modes as a free action on your turn.

Engulf (-ft): Cone; targets make DEX save DC 8 + DEX + Prof; pass = half damage.

Misfire: Natural roll at or below misfire = attack misses; roll d100 on the misfire chart.

d100 Result
1 FUBAR - destroyed; full replacement cost
2-5 Requires replacement parts (% of full cost d100), then day of work + DC 15 Weapon Maintenance and Armorer's Tools checks. Fail = FUBAR
6-10 Broken. Long rest + DC 15 Armorer's Tools. Fail = treat as 4-10%
11-15 Broken. Short rest + DC 10 Weapon Maintenance. Fail = treat as 11-20%
16-60 Jammed. Action + DC 10 DEX check. Fail = treat as 21-45%
61-100 Weapon fine; you just missed

Takedown: On damage, target CON save (DC = damage). Fail = Prone.

Quirky: Non-proficient users fire at disadvantage.

Imprecise: Disadvantage when firing into a melee.

Unreliable: On a misfire, roll two d100 and use the lower.