Orbital Armory // v26.01

Simple Melee Weapons

Kinetic-Spike(simple) 75,000 credits
Damage: 1d6 Piercing
Range: Melee
Thrown (30/120)Thrown (30/120): If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon.
Mastery: SlowSlow: If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.
Aerodynamic throwing rod equipped with a one-time micro-thruster for flat-trajectory flight.
Nanite Dagger(simple) 500,000 credits
Damage: 1d6 Necrotic
Range: Melee
FinesseFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
LightLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Mastery: VexVex: If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
A translucent blade housing billions of microscopic bots that dismantle matter at a cellular level.
Shock Baton(simple) 50,000 credits
Damage: 1d6 Lightning
Range: Melee
LightLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Mastery: SapSap: If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
A weighted truncheon with high-voltage contact pins for non-lethal crowd control.
Stun Gauntlets(simple) 60,000 credits
Damage: 1d4 Lightning
Range: Melee
LightLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Mastery: SlowSlow: If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.
Reinforced contact gloves fitted with high-density capacitor banks for delivering shocking blows.
Vibro-Knife(simple) 75,000 credits
Damage: 1d4 Slashing
Range: Melee
FinesseFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
LightLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Thrown (20/60)Thrown (20/60): If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon.
Mastery: NickNick: When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
A surgical-grade blade vibrating at ultrasonic frequencies to slice through molecular bonds.

Simple Ranged Weapons

Gyro-Disk(simple) 50,000 credits
Damage: 1d4 Slashing
Range: Melee
FinesseFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Thrown (20/60)Thrown (20/60): If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon.
Mastery: VexVex: If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
A razor-sharp weighted disk stabilized by internal gyros that curve through flight paths.
Ion Pistol(simple) 150,000 credits
Damage: 1d6 Radiant
Range: 40/120
LightLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Reload (15)Reload (15): The weapon can be fired a number of times equal to its Reload score before you must spend an Action or Bonus action to reload.
Mastery: VexVex: If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
A standard-issue sidearm emitting focused bolts of coherent light.
Needler Stub-Gun(simple) 100,000 credits
Damage: 1d6 Piercing
Range: 80/320
LightLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Reload (20)Reload (20): The weapon can be fired a number of times equal to its Reload score before you must spend an Action or Bonus action to reload.
Mastery: SlowSlow: If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.
Silent utility pistol that fires micro-crystalline shards at high velocity.

Martial Melee Weapons

Arc-Lash(whip) 100,000 credits
Damage: 1d4 Lightning
Range: Melee
FinesseFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
ReachReach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.
Mastery: SlowSlow: If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.
A segmented metallic whip that carries a high-amperage electrical charge along its length.
Monofilament Katana(longsword/rapier) 400,000 credits
Damage: 1d8 Slashing
Range: Melee
Versatile (1d10)Versatile (1d10): This weapon can be used with one or two hands. A damage value in parentheses appears with the property-the damage when the weapon is used with two hands to make a melee attack.
FinesseFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Mastery: SapSap: If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
A masterwork blade featuring an edge honed to a single-molecule width for unmatched sharpness.
Rocket Hammer(maul) 250,000 credits
Damage: 1d10 Bludgeoning
Range: Melee
HeavyHeavy: Small creatures have Disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
Two-HandedTwo-Handed: This weapon requires two hands when you attack with it.
Mastery: PushPush: If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
A heavy maul equipped with rear-facing solid-fuel rockets to maximize impact momentum.
Thermal Axe(greataxe) 300,000 credits
Damage: 1d12 Fire
Range: Melee
HeavyHeavy: Small creatures have Disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
Two-HandedTwo-Handed: This weapon requires two hands when you attack with it.
Mastery: CleaveCleave: If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
Heavy assault axe featuring a thermal-induction edge that glows white-hot during combat.
Vibro-Greatsword(greatsword) 350,000 credits
Damage: 2d6 Slashing
Range: Melee
HeavyHeavy: Small creatures have Disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
Two-HandedTwo-Handed: This weapon requires two hands when you attack with it.
Mastery: GrazeGraze: If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.
A massive slab of industrial steel vibrating with enough force to liquefy heavy armor plating.

Martial Ranged Weapons

Arc Arquebus(musket) 600,000 credits
Damage: 1d12 Lightning
Range: 40/120
HeavyHeavy: Small creatures have Disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
Two-HandedTwo-Handed: This weapon requires two hands when you attack with it.
Reload (4)Reload (4): The weapon can be fired a number of times equal to its Reload score before you must spend an Action or Bonus action to reload.
Mastery: SuppressSuppress: When you hit a creature, it cannot take opportunity attacks until the start of your next turn.
Long-range lightning projector that arcs between targets to ensure maximum suppression.
Composite Tech-Bow(longbow) 300,000 credits
Damage: 1d8 Piercing
Range: 150/600
Two-HandedTwo-Handed: This weapon requires two hands when you attack with it.
Mastery: BeaconBeacon: When you hit a creature with this weapon, you embed a micro-transponder into its hide. Until the target finishes a Long Rest, it cannot benefit from being Invisible or Hidden against you, and you have Advantage on Wisdom (Survival) checks to track it. A creature can remove the beacon with a DC 20 Medicine check as an Action, but takes 1d10 Piercing damage from the monofilament barbs on success or failure.
Futuristic compound bow utilizing monofilament edge arrows, a smart-sight system, and memory-alloy limbs for extreme tension.
Flechette SMG(heavy crossbow) 400,000 credits
Damage: 1d6 Piercing
Range: 60/180
Two-HandedTwo-Handed: This weapon requires two hands when you attack with it.
Reload (20)Reload (20): The weapon can be fired a number of times equal to its Reload score before you must spend an Action or Bonus action to reload.
Mastery: SpraySpray: Prerequisite: Ammunition Property. When you hit a creature with this weapon, you can make a second attack roll with Disadvantage against a different creature within 5 feet of the original target. This second attack consumes an additional piece of ammunition.
A rapid-fire ballistic SMG that saturates the target area with high-velocity sliver-darts.
Gravrail Sniper(musket) 1,200,000 credits
Damage: 1d12 Piercing
Range: 200/800
HeavyHeavy: Small creatures have Disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
Two-HandedTwo-Handed: This weapon requires two hands when you attack with it.
LoadingLoading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
Mastery: SlowSlow: If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.
A massive magnetic accelerator designed for anti-materiel roles at extreme range.
Plasma Rifle(heavy crossbow) 550,000 credits
Damage: 1d10 Fire
Range: 100/400
HeavyHeavy: Small creatures have Disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
Two-HandedTwo-Handed: This weapon requires two hands when you attack with it.
Reload (12)Reload (12): The weapon can be fired a number of times equal to its Reload score before you must spend an Action or Bonus action to reload.
Mastery: ToppleTopple: If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Heavy-caliber energy rifle capable of breaching fortified targets with sustained fire.
Pulse Rifle(heavy crossbow) 500,000 credits
Damage: 1d10 Force
Range: 100/400
HeavyHeavy: Small creatures have Disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
Two-HandedTwo-Handed: This weapon requires two hands when you attack with it.
Reload (10)Reload (10): The weapon can be fired a number of times equal to its Reload score before you must spend an Action or Bonus action to reload.
Mastery: PushPush: If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Standard-issue infantry energy rifle delivering reliable kinetic concussion via force pulses.
Sonic Blaster(pistol) 350,000 credits
Damage: 1d10 Thunder
Range: 80/320
Two-HandedTwo-Handed: This weapon requires two hands when you attack with it.
Reload (15)Reload (15): The weapon can be fired a number of times equal to its Reload score before you must spend an Action or Bonus action to reload.
Mastery: PushPush: If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Emits focused low-frequency sound waves to shatter armor and stagger combatants.
Thermal Hand Cannon(pistol) 350,000 credits
Damage: 1d10 Fire
Range: 30/90
LoadingLoading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
AmmunitionAmmunition: You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition.
Mastery: ScorchScorch: When you hit a creature, you superheat its defenses. The target suffers a -1 penalty to its AC against the next attack roll made against it before the start of your next turn.
A bulky, high-output blaster that generates superheated plasma pockets on impact.

Scavenger / Primitive Weapons

Blast-Stick(pike) 20,000 credits
Damage: 1d10 Thunder
Range: Melee
Two-HandedTwo-Handed: This weapon requires two hands when you attack with it.
UnreliableUnreliable: On an attack roll of 1, the weapon jams or breaks. Action required to fix.
Mastery: PushPush: If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
A long pole featuring a recovered demolition charge taped to the tip. Effective, if suicidal.
Buzz-Axe(greataxe) 25,000 credits
Damage: 1d12 Slashing
Range: Melee
HeavyHeavy: Small creatures have Disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
Two-HandedTwo-Handed: This weapon requires two hands when you attack with it.
UnreliableUnreliable: On an attack roll of 1, the weapon jams or breaks. Action required to fix.
Mastery: CleaveCleave: If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
A heavy axe head replaced with a motorized circular saw blade that shrieks when activated.
Chem-Sprayer(special) 40,000 credits
Damage: 2d4 Acid
Range: 15ft Cone
Two-HandedTwo-Handed: This weapon requires two hands when you attack with it.
UnreliableUnreliable: On an attack roll of 1, the weapon jams or breaks. Action required to fix.
Mastery: BurnBurn: No description available.
A modified industrial pesticide unit repurposed to spray plumes of highly concentrated acid.
Nail-Gun(simple) 15,000 credits
Damage: 1d6 Piercing
Range: 40/120
LightLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
UnreliableUnreliable: On an attack roll of 1, the weapon jams or breaks. Action required to fix.
Mastery: VexVex: If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
A pneumatic framing tool modified to fire jagged nails at lethal speeds. Prone to mechanical jams.
Pipe Rifle(simple) 25,000 credits
Damage: 1d8 Piercing
Range: 40/120
Two-HandedTwo-Handed: This weapon requires two hands when you attack with it.
LoadingLoading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
HeavyHeavy: Small creatures have Disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
Mastery: PushPush: If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
A crude bolt-action rifle cobbled together from plumbing pipes and heavy-duty industrial springs.
Rebar Club(simple) 1,000 credits
Damage: 1d6 Bludgeoning
Range: Melee
Versatile (1d8)Versatile (1d8): This weapon can be used with one or two hands. A damage value in parentheses appears with the property-the damage when the weapon is used with two hands to make a melee attack.
HeavyHeavy: Small creatures have Disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
Mastery: SapSap: If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
A heavy, jagged length of concrete-encrusted steel rebar salvaged from a crumbled skyscraper.
Scrap-Cannon(simple) 40,000 credits
Damage: 2d8 Bludgeoning
Range: 30/90
HeavyHeavy: Small creatures have Disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
LoadingLoading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
UnreliableUnreliable: On an attack roll of 1, the weapon jams or breaks. Action required to fix.
Mastery: PushPush: If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
A shoulder-fired blunderbuss that launches bags of jagged scrap, glass shards, and heavy washers.
Zip-Gun(simple) 10,000 credits
Damage: 1d4 Piercing
Range: 20/60
LightLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
UnreliableUnreliable: On an attack roll of 1, the weapon jams or breaks. Action required to fix.
HiddenHidden: You have Advantage on checks to conceal this weapon.
Mastery: SlowSlow: If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.
A desperate single-shot assembly of scrap metal and rusted parts. Highly prone to catastrophic failure.

Street / Cyberpunk Weapons

Carbon-Scythe(glaive) 800,000 credits
Damage: 1d10 Slashing
Range: Melee
Two-HandedTwo-Handed: This weapon requires two hands when you attack with it.
HeavyHeavy: Small creatures have Disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
ReachReach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.
Mastery: CleaveCleave: If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
Execution Advantage on attacks vs targets with <50% HP.
A lightweight carbon-fiber polearm with a monofilament edge, favored by the most brutal street gangs.
Chain Ripper(simple) 1,500,000 credits
Damage: 1d10 Slashing
Range: Melee
Two-HandedTwo-Handed: This weapon requires two hands when you attack with it.
HeavyHeavy: Small creatures have Disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
Mastery: GrazeGraze: If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.
Rev-Up You can reroll this weapon's damage dice once per turn.
An industrial-grade felling saw modified with a high-torque motor for bloody street brawls.
Mantis Blades(rapier) 2,000,000 credits
Damage: 1d8 Slashing
Range: Melee
LightLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
FinesseFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
HiddenHidden: You have Advantage on checks to conceal this weapon.
Mastery: LungingLunging: No description available.
Cyber-Strike Bonus action to extend/retract.
Hydraulic blades concealed within forearm housings that snap into place with lethal speed.
Monofilament Lash(whip) 2,500,000 credits
Damage: 1d6 Slashing
Range: Melee
FinesseFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
ReachReach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.
HiddenHidden: You have Advantage on checks to conceal this weapon.
Mastery: CleaveCleave: If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
Sever Critical hits deal +2d6 damage.
A nearly invisible whip made of a single-molecule filament capable of slicing through bone and steel alike.
Monowire-Garrote(simple) 3,000,000 credits
Damage: 1d8 Slashing
Range: Melee
FinesseFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Two-HandedTwo-Handed: This weapon requires two hands when you attack with it.
HiddenHidden: You have Advantage on checks to conceal this weapon.
Mastery: SapSap: If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Execution Critical Hit vs Surprised targets.
An ultra-thin monofilament wire stored in a discreet housing, designed for silent and clinical eliminations.
Needle-Driver(simple) 1,000,000 credits
Damage: 1d6 Poison
Range: 60/180
LightLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Reload (12)Reload (12): The weapon can be fired a number of times equal to its Reload score before you must spend an Action or Bonus action to reload.
Mastery: VexVex: If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Neuro-Toxin On hit, target has Disadvantage on next Attack Roll.
A silent, high-pressure driver that delivers toxin-coated needles through even the heaviest street leathers.
Neuro-Whip(whip) 2,500,000 credits
Damage: 1d4 Psychic
Range: Melee
ReachReach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.
FinesseFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
HiddenHidden: You have Advantage on checks to conceal this weapon.
Mastery: SlowSlow: If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.
Synaptic Deal +1 damage for every +1 of Target's INT Modifier.
An insidious neural-interface whip that delivers painful bio-electrical shocks directly to the target's nerves.
Power-Knucks(simple) 500,000 credits
Damage: 1d4 Thunder
Range: Melee
LightLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
SiegeSiege: Deal double damage to objects and structures.
Mastery: PushPush: If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Siege Double damage to objects/structures.
Pneumatically-assisted brass knuckles designed to amplify punch force to building-demolition levels.
Shard-Cannon(shotgun) 300,000 credits
Damage: 2d8 Piercing
Range: 30/90
Two-HandedTwo-Handed: This weapon requires two hands when you attack with it.
Reload (2)Reload (2): The weapon can be fired a number of times equal to its Reload score before you must spend an Action or Bonus action to reload.
Mastery: PushPush: If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
A brutal street-clearing shotgun that launches a cloud of razor-sharp magnetic flechettes.
Velocity-Lance(lance) 4,000,000 credits
Damage: 1d12 Piercing
Range: Melee
ReachReach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.
HeavyHeavy: Small creatures have Disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
Two-HandedTwo-Handed: This weapon requires two hands when you attack with it.
Mastery: ToppleTopple: If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Turbo-Charge Deal +2d12 damage when attacking after moving 30ft in a straight line and hit by 5 or more
A hydraulically-assisted heavy lance designed for high-speed hit-and-run attacks from motor-rigs.
Wrist-Rocket(simple) 250,000 credits
Damage: 1d4 Fire
Range: 30/90
LoadingLoading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
HiddenHidden: You have Advantage on checks to conceal this weapon.
Mastery: SlowSlow: If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.
Explosive Attack each target in a 10 ft area.
A sleek cybernetic launcher concealed within the wrist, firing micro-missiles with explosive-tip warheads.

Doodle Do or Die πŸ‘ŠπŸ‡ΊπŸ‡ΈπŸ”₯

Milspec / Corporate Weapons

Assault Laser(longbow) 3,000,000 credits
Damage: 2d4 Radiant
Range: 100/300
Two-HandedTwo-Handed: This weapon requires two hands when you attack with it.
Auto-FireAuto-Fire: You can use your action to make a burst fire attack.
Mastery: GrazeGraze: If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.
Cauterize Reduces target's Max HP by damage taken (Until Long Rest).
A military-grade laser array designed for rapid-fire suppression and high-precision cauterization of targets.
Cryo-Projector(heavy crossbow) 3,000,000 credits
Damage: 1d10 Cold
Range: 30/90
HeavyHeavy: Small creatures have Disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
LoadingLoading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
Mastery: SlowSlow: If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.
Freeze When you hit by 5 or more, Restrains target until end of next turn.
A cryo-containment weapon that fires pressurized canisters of supercooled chemical gel to flash-freeze targets.
Flamethrower(special) 2,000,000 credits
Damage: 2d6 Fire
Range: 15ft Cone
HeavyHeavy: Small creatures have Disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
Two-HandedTwo-Handed: This weapon requires two hands when you attack with it.
Mastery: BurnBurn: No description available.
Napalm Dex Save vs DC (8+Prof+Con) instead of Attack Roll.
A high-output military incendiary projector designed to saturate entire corridors with clinging napalm.
Grav-Hammer(maul) 4,000,000 credits
Damage: 2d6 Force
Range: Melee
HeavyHeavy: Small creatures have Disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
Two-HandedTwo-Handed: This weapon requires two hands when you attack with it.
Mastery: PushPush: If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Gravity Well On Push, target is Prone + 10ft Push or Pull.
A heavy maul utilizing localized gravity pulses to amplify impact force and pin targets to the floor.
Phase-Carbine(simple) 6,000,000 credits
Damage: 1d6 Radiant
Range: 40/120
LightLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Reload (20)Reload (20): The weapon can be fired a number of times equal to its Reload score before you must spend an Action or Bonus action to reload.
Mastery: SpraySpray: Prerequisite: Ammunition Property. When you hit a creature with this weapon, you can make a second attack roll with Disadvantage against a different creature within 5 feet of the original target. This second attack consumes an additional piece of ammunition.
Phase Ignores bonuses from Shield spell and physical shields.
A precision carbine that fires phase-shifted pulses designed to pass through energy shields and physical cover.
Shoulder-Mortar(special) 2,500,000 credits
Damage: 2d6 Thunder
Range: 60/120
HeavyHeavy: Small creatures have Disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
LoadingLoading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
SiegeSiege: Deal double damage to objects and structures.
Mastery: SlowSlow: If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.
Indirect Ignores Cover. Requires vertical clearance equal to used range.
A compact shoulder-fired mortar system designed to provide squad-level indirect fire support in urban zones.
Singularity Cannon(special) 8,000,000 credits
Damage: 2d12 Force
Range: 60/180
HeavyHeavy: Small creatures have Disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
LoadingLoading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
Two-HandedTwo-Handed: This weapon requires two hands when you attack with it.
Mastery: ToppleTopple: If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Vortex On hit, pulls target 20ft toward you.
A prototype heavy weapon that generates localized micro-singularities to crush and displace enemy formations.
Smart-Pistol(simple) 5,000,000 credits
Damage: 1d6 Force
Range: 40/120
LightLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Reload (15)Reload (15): The weapon can be fired a number of times equal to its Reload score before you must spend an Action or Bonus action to reload.
Mastery: VexVex: If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Seeker Ignores 1/2 and 3/4 Cover.
A corporate-tier sidearm with an integrated target-lock system that guides micro-rounds around obstacles.