Advanced Weapons

Advanced Weapon Properties
Many weapons have special properties related to their use, as shown in the Advanced Weapons table.

Automatic: When the weapon fires, it will use up 10 of its ammunition or charges.

Instead of an attack roll, targets in a 6 meter by 6 meter area must make a Dexterity saving throw (DC 8 + your proficiency bonus if proficient with the weapon + your Dexterity modifier – each ammunition or charge less than 10) or take the weapon damage. On a success the target takes half damage.

If the target has half cover or more, they have advantage on this save; total cover automatically passes the save and takes no damage.

Beam: Beam weapons fire in a straight line. They are well known for their great range having no true maximum, but for every 1.5 meters from the target, the damage from the beam decreases by 1 as it attenuate over the distance. When this weapon is bought, you must choose fire, lightning, or radiant damage.

Blast: Blast weapons have a special range quality. Instead of a set range for its damage, damage is rolled and for every 1.5 meters from the source of the blast, the damage is reduce by 2 until it no longer deals damage. Creatures within the blast must make a Dexterity saving throw for half damage. The shape of the blast and the Dexterity saving throw DC is noted in parenthesis.

Bolt: Using collated packets of energy, bolt weapons can do massive amounts of energy damage but with a limited range. When this weapon is bought, you must choose fire, lightning, or radiant damage.

Cell: The weapon uses a power cell to function. Every time the weapon is used, it uses up a charge from the cell. The number of charges is dependent on the cell used. Cells can be bought brand new and fully charged, or you can take used cells and get them recharged point for point. Kinetic: Kinetic ammunition uses a small piece of material that is accelerated in some way towards the target. While not as innately destructive as other weapons, kinetic weapons have the benefit of being more versatile in kind of payload they can deliver.

Magazine: Weapons that use a magazine store physical ammunition. The amount of ammunition is dependent on the magazine. Every time the weapon is fired, it uses up the appropriate ammunition from the magazine. Range: The range lists two numbers. The first is the weapon's normal range in meters, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Shielded: This weapon is immune to disruption.

Special Weapons
Disruption Grenade: Any disruptable technology within 3 meters is disrupted for 2d4 rounds.

Stun Grenade: Creatures within 3 meters must make a Constitution saving throw of DC 20 or be blind and deafened for 1d6 rounds. Creatures within 3 meters must make a Constitution saving throw of DC 15 or become incapacitated for 1d4 rounds.