Your class grants proficiency in certain weapons, reflecting both the class’s focus and the tools you are most likely to use. Whether you favor a handgun or a nanosword, your weapon and your ability to wield it effectively can mean the difference between life and death. The different weapons tables show common weapons used in GeneFunk 2090, their price and mass, the damage they deal when they hit, and any special properties they possess. Every weapon is classified as either **melee** or **ranged**. A melee weapon is used to attack a target within 1.5 meters of you: whereas, a ranged weapon is used to attack a target at a distance. # Weapon Mechanics ## Weapon Proficiency Your background, class, and feats can grant you proficiency with certain weapons or categories of weapons. The two categories are simple and martial. Most people can use simple weapons with proficiency. These weapons include clubs, knives, handguns, and other weapons often found in the hands of regular citizens. Martial weapons, including assault rifles, nanoswords, and grenade launchers, require more specialized training to use effectively. Proficiency with a weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon. If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll. ## Weapon Damage The type of damage a weapon inflicts is abbreviated on the tables in the damage columns. - B – bludgeoning - C – cold - E – electrical - H – heat - P – piercing - Po – poison - S – slashing ## Weapon Properties Many weapons have special properties related to their use, as shown in the Weapons table. ### Armor-piercing Weapons with this property are able to cut through armor like butter. When you make a damage roll using a weapon with armor-piercing, the target only gets to apply half of their damage reduction (round down). ### Auto In addition to regular attacks, a weapon that has the auto property can make four different special attacks, which involve holding down the trigger for fully automatic fire. The auto feature can only be used once per turn, even when two-weapon fighting. - **Concentrated Burst.** You rain a hail of bullets down, making up to 10 attack rolls against the same target. These attacks end when you miss with one of the attack rolls, forgoing the rest of the attack rolls. Each attack after the first adds a cumulative 4 recoil. This action uses ten rounds of ammunition. - **Suppressing Fire.** You can shoot an empty area in a line up to your firearm’s maximum range. Until the start of your next turn, anyone entering that line or starting their turn there must succeed on a Dexterity saving throw with a DC = to 8 + your proficiency bonus + your Dexterity modifier, or take the weapon’s normal damage. This action uses 20 rounds of ammunition. - **Three-Shot Burst.** You fire a 3-shot burst from your weapon, making up to 3 attack rolls against the same target. These attacks end when you miss with one of the attack rolls, forgoing the rest of the attack rolls. Each attack after the first adds a cumulative 4 recoil. This action uses three rounds of ammunition. - **Wide Burst.** You can spray a 3-meter-cube area within normal range with shots. Each person in the area must succeed on a Dexterity saving throw with a DC = to 8 + your proficiency bonus + your Dexterity modifier, or take the weapon’s normal damage. This action uses 10 rounds of ammunition. ### Close Ranged attacks made with this weapon don’t suffer from disadvantage due to an adjacent enemy. ### Finesse 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. ### Hard-Knuckle A weapon with this property reinforces your fists with weight and strength, increasing the damage of your unarmed strikes by +2. ### Light A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. ### Mount These powerful and heavy weapons must be used with a while prone using a bipod, or standing but using a tripod, vehicle mount or building mount. Any attempts to use them under different conditions results in a -10 on the attack roll. ### Quick You can use a bonus action to make an attack with this weapon. ### Rapid-Fire A weapon with rapid fire shoots out projectiles at incredible speed. It allows the auto feature to be used twice in a single turn, as long as the attacker has another feature that allows them to make an additional attack. ### Range A weapon that can be used to make a ranged attack has a range in parentheses after the thrown property, or listed on the Firearms table. 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. ### Reload A limited number of shots can be made with a weapon that has the reload property, listed by the number in parentheses after the reload property. A character must then reload it using an action or a bonus action (the character’s choice). You can use a weapon that has the reload 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 round of ammunition. Using the ammunition is part of the attack. ### Recoil Each point of recoil results in a -1 penalty to your attack rolls. When you engage in two-weapon fighting, use the recoil from the firearm you are attacking with. Recoil does not stack between attacks, except for as noted in the Auto property. Recoil can be reduced in the following ways: - **Strength.** Your Strength modifier is subtracted from the attack’s recoil, but a negative Strength modifier is treated as a 0. - **Two hands.** Using a one-handed weapon with two hands reduces the recoil by 2. - **Prone.** Being prone reduces recoil by 2 - **Bipod.** Being prone while using a bipod reduces recoil by 4 - **Weapon Mount.** Using a large tripod or vehicle mount completely eliminates recoil. ### Shotgun A weapon with the shotgun property has a -2 penalty to damage if shooting at long range due to the scatter-shot, but doesn’t suffer from the usual disadvantage penalty. If the target is within 10 meters, damage is increased by +2. If any non-regular type of ammunition is used (such as armor-piercing or explosive), then the ammunition is a slug, not a scatter-shot, and the above mechanic doesn’t apply. ### Silenced The sound produced from a silenced weapon can only be detected by people with a 15 passive Wisdom (Perception) score (modified by distance, walls, etc.). ### Special A weapon with the special property has unusual rules governing its use, explained in the weapon’s description. ### Thrown 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. ### Two-Handed This weapon requires two hands when you attack with it. ### Versatile This weapon can be used with one or two hands. A damage value in parentheses appears with the property, and indicates the damage dealt when the weapon is used with two hands to make a melee attack. # Melee Weapons Melee weapon descriptions are listed on the Generic Melee Weapons and Premium Melee Weapons tables below. Melee weapons can only be used to make attacks on adjacent targets, unless they have the thrown property. ##### Generic Simple Melee Weapons Table Weapon|Cost|Mass|Damage|Properties -|-|-|-|- [[Axe]]|シ40|3|1d6 S|[[#Versatile\|versatile (1d8)]] [[Brass Knuckles]]|シ20|2|Unarmed|[[#Hard-knuckle\|hard-knuckle]] [[Club, small]]|シ20|2|1d4 B|[[#Light\|light]] [[Club, large]]|シ40|3|1d6 B|[[#Versatile\|versatile (1d8)]] [[Chainsaw]]|シ300|10|2d10 S|[[#Armor-piercing\|armor-piercing]], [[#Two-Handed\|two-handed]], no Strength bonus to damage rolls [[Knife]]|シ20|0.5|1d4 P or S|[[#Finesse\|finesse]], [[#Light\|light]], [[#Thrown\|thrown (6/18)]], [[#Quick\|quick]] [[Machete]]|シ40|1|1d6 S|[[#Light\|light]] [[Nanoblade]]|シ1,000|0.5|1d6 P or S|[[#Armor-piercing\|armor-piercing]], [[#Finesse\|finesse]], [[#Light\|light]], [[#Thrown\|thrown (6/18)]], [[#Quick\|quick]] [[Sledge Hammer]]|シ50|6|1d10 B|[[#Two-Handed\|two-handed]] [[Stun Baton]]|シ3,000|3|1 B|[[#Finesse\|finesse]], [[#Light\|light]], DC 10 Con save, or stunned until end of next turn ##### Generic Martial Melee Weapons Table Weapon|Cost|Mass|Damage|Properties -|-|-|-|- [[Nanosword, long]]|シ8,000|2|2d6 S|[[#Armor-piercing\|armor-piercing]], [[#Versatile\|versatile (2d8)]] [[Nanosword, short]]|シ4,000|1|1d10 P or S|[[#Armor-piercing\|armor-piercing]], [[#Finesse\|finesse]], [[#Light\|light]] [[Sword, great]]|シ2,000|3|2d6 S|[[#Two-Handed\|two-handed]] [[Sword, long]]|シ1,000|2|1d8 S|[[#Versatile\|versatile (1d10)]] [[Sword, short]]|シ500|1|1d6 P or S|[[#Finesse\|finesse]], [[#Light\|light]] ##### Premium Simple Melee Weapons Table Weapon|Cost|Mass|Damage|Properties -|-|-|-|- [[Jötunn Sap Gloves]]|シ25,000|3|Unarmed|[[#Hard-Knuckle\|hard-knuckle]], DC 10 Con save, or stunned [[Jötunn Shock Club]]|シ15,000|4|1d6 B|[[#Light\|light]], 1d6 E damage [[Jötunn Storm Maul]]|シ60,000|6|1d10 B|[[#Versatile\|Versatile (2d6)]], DC 10 Con save, or stunned, 1d6 E damage [[Jötunn Stun Hammer]]|シ20,000|6|1d10 B|[[#Versatile\|versatile (2d6)]], DC 10 Con save, or stunned [[Jötunn Thunder Gloves]]|シ100,000|3|Unarmed|[[#Hard-Knuckle\|hard-knuckle]],DC 10 Con save, or stunned, 1d6 E damage [[NanoEdge Kerambit]]|シ10,000|0.5|1d8 P or S|[[#Armor-piercing\|armor-piercing]], [[#Finesse\|finesse]], [[#Light\|light]], [[#Quick\|quick]] ##### Premium Martial Melee Weapons Table Weapon|Cost|Mass|Damage|Properties -|-|-|-|- [[Ronin Long-blade]]|シ30,000|2|2d8 S|[[#Armor-piercing\|armor-piercing]], [[#Versatile\|Versatile (2d10]] [[Ronin Short-blade]]|シ20,000|1|2d6 P or S|[[#Armor-piercing\|armor-piercing]], [[#Finesse\|finesse]], [[#Light\|light]] [[NanoEdge Temno]]|シ100,000|1|2d10 S|[[#Armor-piercing\|armor-piercing]], [[#Versatile\|Versatile (2d12)]] [[NanoEdge Gladius]]|シ60,000|1|2d8 P or S|[[#Armor-piercing\|armor-piercing]], [[#Finesse\|finesse]], [[#Light\|light]] [[Masamune Katana]]|シ300,000|1|2d10 S|[[#Armor-piercing\|armor-piercing]], [[#Versatile\|Versatile (2d12)]], critical on 18-20 [[Masamune Wakizashi]]|シ200,000|1|2d8 P or S|[[#Armor-piercing\|armor-piercing]], [[#Finesse\|finesse]], [[#Light\|light]], critical on 18-20 # Firearms Firearm descriptions are listed on the Generic Firearms and Premium Firearms tables below. All firearms also have the ranged and reload property, described above and listed on the tables. ##### Generic Simple Ranged Weapons Table Weapon|Cost|Mass|Damage|Recoil|Range|Properties -|-|-|-|-|-|- [[Handgun, 9mm]]|シ600|1|2d6 P|1|12/36|[[#Close\|close]], [[#Light\|light]], [[#Reload\|reload (15)]] [[Handgun, 10mm]]|シ700|1|3d4 P|2|13/39|[[#Close\|close]], [[#Light\|light]], [[#Reload\|reload (12)]] [[Handgun, 11mm]]|シ900|1.5|2d8 P|3|14/42|[[#Close\|close]], [[#Reload\|reload (10)]] [[Handgun, 12mm]]|シ2,000|2|3d6 P|4|15/45|[[#Close\|close]], [[#Reload\|reload (6)]] [[Hunting Rifle, 5.56mm]]|シ1,000|3|2d8 P|0|100/300|[[#Reload\|reload (6)]], [[#Two-Handed\|two-handed]] [[Hunting Rifle, 7.62mm]]|シ1,200|3|2d10 P|1|120/360|[[#Reload\|reload (5)]], [[#Two-Handed\|two-handed]] [[Hunting Rifle, 9.5mm]]|シ2,000|4|2d12 P|2|150/450|[[#Reload\|reload (4)]], [[#Two-Handed\|two-handed]] [[Shotgun, 12 gauge]]|シ600|4|2d8 P|1|40/120|[[#Reload\|reload (8)]], [[#Shotgun\|shotgun]], [[#Two-Handed\|two-handed]] [[Shotgun, 10 gauge]]|シ800|5|2d10 P|2|50/150|[[#Reload\|reload (8)]], [[#Shotgun\|shotgun]], [[#Two-Handed\|two-handed]] ##### Generic Martial Ranged Weapons Table Weapon|Cost|Mass|Damage|Recoil|Range|Properties -|-|-|-|-|-|- [[Assault Rifle, 5.56mm]]|シ2,000|3|2d8 P|0|150/450|[[#Auto\|auto]], [[#Reload\|reload (40)]], [[#Two-Handed\|two-handed]] [[Assault Rifle, 7.62mm]]|シ2,000|4|2d10 P|1|180/540|[[#Auto\|auto]], [[#Reload\|reload (30)]], [[#Two-Handed\|two-handed]] [[CAW, 12 gauge]]|シ2,000|6|2d8 P|1|40/80|[[#Auto\|auto]], [[#Reload\|reload (12)]], [[#Shotgun\|shotgun]], [[#Two-Handed\|two-handed]] [[Machine Gun, 7.62mm]]|シ5,000|9|2d12 P|3|300/900|[[#Auto\|auto]], [[#Reload\|reload (200)]], [[#Two-Handed\|two-handed]] [[Machine Gun, 12.7mm]]|シ20,000|60|3d12 P|4|1km/2km|[[#Auto\|auto]], [[#Mount\|mount]], [[#Reload\|reload (200)]], [[#Two-Handed\|two-handed]] [[Sniper Rifle, 5.56mm]]|シ1,500|3|2d8 P|0|250/750|[[#Two-Handed\|two-handed]], [[#Reload\|reload (5)]] [[Sniper Rifle, 7.62mm]]|シ2,000|3|2d10 P|1|300/900|[[#Two-Handed\|two-handed]], [[#Reload\|reload (5)]] [[Sniper Rifle, 12.7mm]]|シ10,000|14|3d12 P|4|1km/2km|[[#Mount\|mount]], [[#Two-Handed\|two-handed]], [[#Reload\|reload (4)]] [[SMG, 4.6mm]]|シ1,200|2|1d10 P|0|20/60|[[#Auto\|auto]], [[#Close\|close]], [[#Light\|light]], [[#Reload\|reload (50)]] [[SMG, 5.7mm]]|シ1,600|3|1d12 P|0|40/120|[[#Auto\|auto]], [[#Close\|close]], [[#Reload\|reload (50)]] [[SMG, 9mm]]|シ2,000|3|2d6 P|0|70/210|[[#Auto\|auto]], [[#Close\|close]], [[#Reload\|reload (40)]] ##### Premium Simple Ranged Weapons Table Weapon|Cost|Mass|Damage|Recoil|Range|Properties -|-|-|-|-|-|- [[Ballista 12 gauge]]|シ18,000|5|2d12 P|3|50/150|[[#Reload\|reload (8)]], [[#Shotgun\|shotgun]], [[#Two-Handed\|two-handed]] [[Black Widow 9mm]]|シ10,000|1|2d6 P|0|12/36|[[#Close\|close]], [[#Light\|light]], [[#Reload\|reload (15)]], [[#Silenced\|silenced]] [[Drake Gas Gun]]|シ10,000|1.5|\-|0|12|[[#Reload\|reload (4)]], [[#Special\|special]] [[GI Python 12mm]]|シ30,000|2|2d12 P|4|15/45|[[#Close\|close]], [[#Reload\|reload (8)]] [[Urban Ranger 10mm]]|シ18,000|1|2d8 P|1|13/39|[[#Close\|close]], [[#Light\|light]], [[#Reload\|reload (13)]] [[ZQ Monkey King 11mm]]|シ25,000|1.5|3d6 P|2|14/42|[[#Close\|close]], [[#Reload\|reload (12)]] ##### Premium Martial Ranged Weapons Table Weapon|Cost|Mass|Damage|Recoil|Range|Properties -|-|-|-|-|-|- [[Ballista 10 gauge]]|シ60,000|7|4d6 P|4|50/105|[[#Reload\|reload (8)]], [[#Shotgun\|shotgun]], [[#Two-Handed\|two-handed]] [[Boss Killer 12.7mm]]|シ250,000|14|4d10 P|4|1km/2km|[[#Mount\|mount]], [[#Two-Handed\|two-handed]], [[#Reload\|reload (4)]] [[Bushwhacker 7.62mm]]|シ25,000|3|2d12 P|0|120/360|[[#Reload\|reload (5)]], [[#Two-Handed\|two-handed]] [[Bushwhacker Bola Gun]]|シ10,000|3|\-|0|20|[[#Reload\|reload (1)]], [[#Special\|special]] [[CinderPro Flamethrower]]|シ15,000|10|4d6 H|0|250/750|[[#Two-Handed\|two-handed]], [[#Reload\|reload (3)]], [[#Special\|special]] [[Cypher MK II 5.56mm]]|シ25,000|3|2d12 P|1|250/750|[[#Two-Handed\|two-handed]], [[#Reload\|reload (7)]], [[#Silenced\|silenced]] [[Diablo 7.62mm]]|シ50,000|3|4d6 P|2|300/900|[[#Two-Handed\|two-handed]], [[#Reload\|reload (5)]] [[DragonBreath 12 gauge]]|シ16,000|4|2d8 P|1|40/120|[[#Reload\|reload (8)]], [[#Shotgun\|shotgun]], [[#Two-Handed\|two-handed]], 1d6 H damage [[FS-3 Laser Cannon]]|シ200,000|80|7d10 H|0|1km/2km|[[#Reload\|reload (10)]], [[#Mount\|mount]] [[GI Viper 4.6mm]]|シ25,000|2|2d6 P|0|20/60|[[#Auto\|auto]], [[#Close\|close]], [[#Light\|light]], [[#Reload\|reload (50)]] [[M2 Maxim 12.7mm]]|シ300,000|60|4d10 P|4|1km/2km|[[#Auto\|auto]], [[#Mount\|mount]], [[#Two-Handed\|two-handed]], [[#Reload\|reload (200)]] [[Manticore Bolter]]|シ120,000|5|1d12 P|0|12/24|[[#Auto\|auto]], [[#Reload\|reload (26)]], 3d6 Po damage [[M2 Rocket Launcher]]|シ15,000|8|7d10 P|2|50/100|[[#Armor-piercing\|armor-piercing]], [[#Reload\|reload (1)]], [[#Special\|special]], [[#Two-Handed\|two-handed]] [[Nova Microwaver]]|シ25,000|7|\-|0|20|[[#Reload\|reload (10)]], [[#Special\|special]], [[#Two-Handed\|two-handed]] [[Ravager 10 gauge]]|シ50,000|6|2d12 P|1|40/80|[[#Auto\|auto]], [[#Reload\|reload (12)]], [[#Shotgun\|shotgun]], [[#Two-Handed\|two-handed]] [[SK Grenade Launcher]]|シ3,000|6|\-|0|40|[[#Reload\|reload (6)]], [[#Two-Handed\|two-handed]], [[#Special\|special]] [[Stingray Shock Rifle]]|シ100,000|6|2d6 P|1|15/30|[[#Reload\|reload (9)]], 2d6 E dmg, [[#Two-Handed\|two-handed]] [[Tiamat 10 gauge]]|シ50,000|4|2d10 P|2|50/150|[[#Reload\|reload (8)]], [[#Shotgun\|shotgun]], [[#Two-Handed\|two-handed]], 1d6 H damage [[XM Spitfire 5.56mm]]|シ100,000|9|2d12 P|3|300/900|[[#Auto\|auto]], [[#Rapid-Fire\|rapid-fire]], [[#Reload\|reload (200)]], [[#Two-Handed\|two-handed]] [[ZQ Blitzer 7.62mm]]|シ60,000|4|2d12 P|1|180/540|[[#Auto\|auto]], [[#Reload\|reload (30)]], [[#Two-Handed\|two-handed]] [[ZQ Timberwolf 9mm]]|シ50,000|3|3d6 P|0|70/210|[[#Auto\|auto]], [[#Close\|close]], [[#Reload\|reload (40)]] [[ZQ Wolverine 5.56mm]]|シ40,000|3|2d10 P|0|150/450|[[#Auto\|auto]], [[#Reload\|reload (40)]], [[#Two-Handed\|two-handed]] ## Ammunition Firearms and other weapons with the reload property must have ammunition to be used. Firearms come with one free magazine of regular ammunition with their purchase, and extra magazines cost シ25 each. Additionally, magazines with specialty ammunition may be purchased, as described below. ##### Ammunition Costs for Firearms Table Magazine|Cost|Effect -|-|- [[Armor-piercing]]| シ200| [[#Armor-piercing\|Armor-piercing]] [[Baton]]| シ150| Bludgeoning damage [[Cryo]] |シ5,000 |Cold damage, shotgun only [[Explosive]]| シ1,000 |1s / 2s become 3s [[HEAP]]| シ3,000| [[#Armor-piercing\|Armor-piercing]], 1s / 2s become 3s [[Genefunk Reference/Goods and Services/Weapons/Ammunition/Incendiary\|Incendiary]]| シ500| Combustible materials catch fire [[Shock]] |シ1,000 |Shotgun only, ½ damage, electrical, DC 10 Con save, or stunned until end of next turn Regular| シ25 |\-