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 |