Equipment
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Weapon Rules:

When a Lightbearer makes an Attack roll, they use their MASMod.

Weapon damage also benefits from a Lightbearer's MASMod and PB.

Unless a weapon has specific features, all weapons require a Bonus Action to reload.

Weapons can be attuned to certain elements, like Solar, Void, Stasis, etc. However, Light- and Dark-based weapons are reserved for extremely rare cases and certain Exotic weapons.

All weapons that are not Silent make noise that can be detected up to 5000ft. away.

Unless otherwise stated: for every SAVE relating to Weapons, successful SAVEs will still result in half damage. Successful SAVEs will also prevent the application of status conditions such as Burn or Chill.

A Lightbearer requires both hands to handle weapons. Lightbearers can only use shields in tandem with weapons if the weapon has the Lightweight property.

Weapon Tiers:

“White”: Common. Run of the mill, standard issue. Most everyone has these. These weapons do not have perks.

“Green”: Uncommon weapons. Typically common weapons upgraded in some form. Contains 1 Secondary Perk. Weapons of this tier or higher are considered magical for the purposes of determining resistances.

“Blue”: Rare weapons. A +1 Weapon that contains a Main Perk and a Secondary Perk.

“Purple”: Legendary Weapons. A +1 Weapon that contains a Main Perk, a Secondary Perk, and an Origin Trait.

Masterworked: Legendary Weapons that are fine-tuned through spending enhancement resources. These are +2 Weapons that have 2 Main Perks, 1 Secondary Perk, and an Origin Trait. When determining the perks, the 2 Main Perks cannot be the same Perk.

Ascended: This is not a tier of weapon, but a title granted to a weapon when one or more Perks on a weapon are amplified via an Ascendent Alloy. Any weapon can be Ascended except for Exotic Weapons.

Exotic Weapons: Unique weapons with their own attributes. These weapons are built from the ground up, but may also contain a combination of Ammo and Main perks. Unless otherwise stated, Exotic Weapons are +3 Weapons. Additionally, These weapons require Attunement, and a Lightbearer can attune to only one Exotic Weapon at a time. A Lightbearer can attune to two Exotic weapons at Level 10.


Weapon Properties

Rapid Fire: You can make one attack as a bonus action with this weapon.

Precise: You can make a called shot with this weapon by taking a -5 penalty to your attack roll. If the attack hits, it deals an additional damage die.

Lightweight: Your movement speed increases by 5ft. When you have this weapon equipped.

Fusion: A Fusion Rifle fires a burst of bolts. If you move before firing, you make the attack roll at disadvantage. If you fire before moving, your movement speed is reduced by half until the start of your next turn.

Linear Fusion: A Linear Fusion Rifle fires a single energy-charged slug. If you move before firing, you make the attack roll at disadvantage. If you fire before moving, your movement speed is reduced by half until the start of your next turn.

Grenade: This weapon fires a propelled payload to a point you can see within range. A Grenade Launcher explosion has a base radius of 10ft. If fired at long range, creatures in the blast radius gain +3 to their SAVE.

Wave Grenade: Instead of a sphere, this weapon instead explodes in a 50ft. Line directed away from you, starting from a point you can see within range. If fired at long range, creatures within the line gain +3 to their SAVE.

Rocket: This weapon fires a propelled payload to a point you can see within range. A Rocket Launcher explosion has a base radius of 30ft. If fired at long range, creatures in the blast radius gain +3 to their SAVE.

Pellet: A Pellet shotgun instead gains a +2 to its attack and damage rolls when firing at a target within range that is not long range.

Slug: A Slug shotgun has its effective range increased by 10ft. And also gains the Precise property.

Power: This weapon requires Power Ammo, which may be difficult or expensive to come by. These weapons always require an Action to reload, with the exception of certain Exotic Perks.

Special: This weapon requires Special Ammo, which is less expensive than Power ammo.

Guard: You can use a bonus action to Guard with this weapon. Until the start of your next turn, your AC is increased by 1.

Silent: This weapon does not make noise.

Fast-Load: This weapon can be reloaded as a free action instead of a bonus action.


BASE WEAPON STATS

NAME

DMG

WGT

RANGE

PROPERTIES

MAGAZINE

Auto Rifle

1d8

7lbs.

70ft. / 140ft.

Rapid Fire

6

Pulse Rifle

3d4

7lbs.

100ft. / 200ft.

6

Scout Rifle

1d10

7lbs.

150ft. / 500ft.

Precise

4

Sidearm

1d8

3lbs.

30ft. / 60ft.

Lightweight

4

Hand Cannon

1d12

5lbs.

60ft. / 120ft.

3

Bow

1d10

5lbs.

150ft. / 400ft.

Silent, Fast-Load, Precise

1

SMG

1d6

6lbs.

30ft. / 60ft.

Rapid Fire

6

Glaive

1d10

7lbs.

Melee, 20ft.

Special, Guard

Melee: N/A Projectile: 2

Trace Rifle

4d4

8lbs.

70ft. / 140ft.

Special, Rapid Fire

4

Sniper Rifle

2d12

10lbs.

500ft. / 1000ft.

Special, Precise

3

Fusion Rifle

3d8

10lbs

15ft. / 30ft.

Special, Fusion

4

Slug Shotgun

2d12

7lbs.

25ft. / 40ft.

Special, Precise

3

Shotgun

2d12

7lbs.

15ft. / 30ft.

Special, Pellet

3

Light Machine Gun

1d12

18lbs.

80ft. / 160ft.

Power, Rapid Fire

5

Grenade Launcher

6d6

20lbs.

70ft. / 120ft.

Power, Grenade OR Wave Grenade

3

Rocket Launcher

8d6

25lbs.

150ft. / 300ft.

Power, Rocket

1

Sword

1d12

4lbs.

Melee

Power, Guard

N/A

Linear Fusion Rifle

3d12

12lbs.

200ft. / 800ft.

Power, Linear Fusion

2