Ranged Weapons

**Ranged Weapons** are firearms of both ballistic and energy styles.

Ranged Weapons have multiple types, each with a different rule subset that allow for alternate styles of play.

### Light Pistols

Light Pistols penalize movement speed by 5ft. You have Advantage made on Stealth Checks to hide Light Pistols. You can use Strength as a stat to utilize Light Pistols, but you do not gain the extra chance to Hit. **All Light Pistols count as Light Weapons.**

### Heavy Pistols

Heavy Pistols penalize movement speed by 5ft. **Nearly all Heavy Pistols count as Heavy Weapons**. **The .357 Revolver is a Medium Weapon**.

### SMGs

SMGs penalize movement by 5ft. SMGs do not add Ability Modifiers to the damage roll. If you have Advantage on an Attack Roll with an SMG and both rolls would hit, you deal Max Damage. If you have Disadvantage and one roll would have hit, you hit and deal half damage.

### Shotguns

Shotguns penalize movement by 10ft. Reloading a Shotgun takes an Action, but if it is not magazine-fed the wielder may also reload one shell as a Bonus Action instead.

### Assault Rifles

Rifles penalize movement speed by 10ft. Fully Automatic Fire utilizes half your magazine, and cannot be used if you have less than that. Standard Atttacks use 3 ammo. Single Fire attacks have a bonus +3 to hit and only use 1 ammo. Full Auto has no attack roll, and the opponent must instead make a Dex Save against your Attack DC.

### LMGs

LMGs penalize movement speed by 15ft. Each strike with an LMG uses a specific amount of ammunition. No LMG has an additional Bonus to Hit.

### Sniper Rifles

Carrying a Sniper Rifle reduces movement speed by 15ft, and a wielder **cannot move** before or after firing the rifle on their turn. **Firing a Sniper Rifle uses an entire Action as opposed to a Strike. All Sniper Rifles count as Heavy Weapons**, but can be fired using *Dexterity* when they have been set up.

## Gauss Weapons

Gauss Weapons are unique in that they can puncture through regular armour plating as if it were tissue paper. **Gauss Weapons pierce through two levels of Resistance.**

### Gauss Pistol

The G1 Gauss Pistol was prototyped in 2030 by TitanCorp. In testing and it was noted to be able to pierce through armour plating that should have been able to stop tank shells. The design worked so well that no other Gauss Pistols have been designed by the Atlas Coalition, although some may point at the ludicrous cost of both research and fabrication of Gauss Weaponry.

* Requires a Strike to fire.
* The Gauss Pistol is a Medium Weapon, allowing the wielder to use Strength or Dex for Attack and Damage Rolls.
* The Gauss Pistol deals 2d8 + 1 **Piercing** Damage.
* The Gauss Pistol has a Range of 50/100.
* The Gauss Pistol requires a Gauss Battery and fires Gauss Rounds. It can hold 6 Gauss Rounds in its magazine and comes in Slide-Action and Revolver varieties.
* The Gauss Pistol has a Strength Requirement of 13.

### Gauss SMG

The GS1 Gauss SMG was also prototyped in 2030 by TitanCorp, and had similar test results to the Gauss Pistol.

* Requires a Strike to fire.
* The Gauss SMG is a Medium Weapon, allowing the wielder to use Strength or Dex for Attack Rolls.
* If you have Advantage on an Attack Roll with an SMG and both rolls would hit, you deal Max Damage. If you have Disadvantage and one roll would have hit, you hit and deal half damage.
* The Gauss SMG deals 3d8 **Piercing** Damage.
* The Gauss SMG has a Range of 60/120.
* The Gauss SMG requires a Gauss Battery and fires Gauss Rounds. It can hold 30 Rounds in its magazine and fires off a volley of 6 rounds per Strike.
* The Gauss SMG has a Strength Requirement of 14.

### Gauss Rifle

The GR7 Gauss Rifle has been far more extensively designed than the G1 Series of Gauss Weaponry. Originally considered for replacing conventional weaponry in the Atlas Defense Force, it was instead beaten out by the comparatively cheaper, more reliable and easier to aim ML1 Laser Rifle of Alejandro Technolgies Inc.

* Requires a Strike to fire.
* The Gauss Rifle is a Medium Weapon, allowing the wielder to use Strength or Dex for Attack and Damage Rolls.
* The Gauss Rifle deals 3d8 + Str/Dex **Piercing** Damage.
* The Gauss Rifle has a Range of 5/260/520.
* The Gauss Rifle requires a Gauss Battery and fires Gauss Rounds. It can hold 30 Rounds in its magazine and fires off 1 round per Strike.
* The Gauss Rifle has a Strength Requirement of 16.

## Specialty Weapons

Some weapons are special, and don't follow the standard progression for firearms. This ranges from Rocket Launchers to the feared **Hercules 7800 Cannon**.

### Rocket Launchers

Rocket Launchers fire an explosive projectile that is propelled by a rocket. As a rule, they consume a full action to fire (with some exceptions). All weapons are Unwieldly, and slow the wielder's movement speed by 5ft. They generally use two types of ammunition- Type 1 Rockets, which are less powerful and smaller, and Type 2 Rockets, which are more powerful but rarer and more expensive.

Rocket Launchers penalize movement by 20ft.

### Energy Casters

Some energy weapons are designed to fill a more anti-materiel role, whilst others are designed as anti-personnel weapons only. However, a lot of them do not fit into standard Atlas Classifications. Most of these weapons utilize a large amount of ammunition, and are quite rare. If they require a Save, it is against the wielder's Grenade DC.

Energy Casters penalize movement by 20ft.

1/2 on Save
rate of 20 Fuel
 Thundercannon
back and Prone if they
fail their Save
1/2 on Save
 Tesla Cannon
1/2 on Save
5% per Atk

### Special

Some weapons are too specific to even fall within a subcategory.

#### **The Hercules 7800 Cannon**

The Hercules 7800 Cannon is a massive Plasma Cannon that was designed from leftover design schematics from the technology stolen by the Night Warriors in 2033. The original design spec was presented to Dr Santiago Alejandro, who 'worked' on it for 3 months before he defected. The designs were then given to TitanCorp, who were forced to spend an entire year poring over the now mangled plans that Dr Alejandro left behind. Eventually the plans were finally completed by the engineers at TitanCorp, and the Hercules was completed.

The Hercules is a colossal Plasma Cannon that eradicates entires areas with enough energy to vapourize tungsten.

* Requires an Action to fire.
* Strength Requirement of 20.
* The projectile has an Impact Range of 240ft, and the Plasma detonation has a 60ft Radius.
* Every character within the blast radius must make a Dexterity Saving Throw.
* The Plasma blast deals 40d6 **Plasma** Damage. Enemies that succeed on their Save take half damage.
* Each Hercules shot consumes a Hercules Bomb.
* The Hercules penalizes Movement by 15ft.

#### **The L.A.R.S 9000**

The Hercules 7800 was also modified into an immensely powerful beam weapon called the L.A.R.S 9000. L.A.R.S stands for Laser-Activated-Relativity-Shredder, and was named as a joke by Doctor William Carrow, who measured the effect on human targets in a laboratory environment. The L.A.R.S 9000 fires a searing beam of Plasma through the use of a massive soundwave blast.

* Requires an Action to fire.
* Strength Requirement of 24.
* The L.A.R.S 9000 fires a 120ft x 5ft line of Plasma and Thunder and knocks characters back immensely.
* Characters caught in the beam must make a Dexterity Save against your Attack DC.
* On a Failure, the character takes 15d10 **Plasma** Damage + 100 **Thunder** Damage and is knocked back a number of feet equal to the damage they've taken.
* The Hercules penalizes Movement by 15ft.
* Each L.A.R.S shot consumes a Hercules Bomb.

#### **The Super Shotgun**

An old sawed-off shotgun that seems to have seen a long life of bloodshed, this 12-Gauge death machine hits like a truck.

* This is the only Ranged Weapon to have the CQC tag- it has advantage within 5ft of your target.
* The Super Shotgun deals 5d6 + Strength Piercing Damage on hit, making it the only shotgun type weapon to add Strength to the damage roll.
* The Super Shotgun has a falloff of 1d6 per 5ft, and loses the Strength Bonus to damage when not within 5ft.
* The Super Shotgun uses 2 Shells per attack, and must be reloaded after every attack as an action.
* This Shotgun ignores one tier of Damage Resistance, negating the Shotgun's weakness to armour plating.
* This Weapon has a Strength Requirement of 16 and is One-Handed.
* This Weapon only penalizes movement speed by 5ft.

#### **The Ace**

A battered old weapon, the Ace is a massive revolver with a custom loading system and cartridge. It is a one-of-a-kind weapon once used by Jewel Mondragon in the African War.

* The Ace deals 2d8 + Str + 3 Piercing Damage.
* The Ace has a special function on Critical Hit, causing a 3x3 explosion centred on the target that deals 2d6 Bludgeoning damage to all in the radius excluding the target.
* The Ace can hold 13 Rounds of custom Ace ammuntion. This can only be created by a PC if they have Proficiency in Gunsmith's Tools. It costs $10 per round to make as each round contains very specific materials.
* The Ace has a Range of 30/60.
* The Ace has a Strength Requirement of 16 and is Two-Handed.
* Reloading the Ace takes a single action.
* The Ace penalizes movement by 10ft.

#### **The Catalyst**

The Catalyst is a custom pistol design created by Dr Santiago Alejandro, former contractor for the Atlas Military turned rebel after a sting operation uncovered that him and his workers had been tampering with weapons. As such, the Catalyst prototype was never mass-produced and sent out to the Atlas Defense Force as it had been promised. Defense Commander Michael Crow made a statement about the event, stating that he was highly disappointed not just in Alejandro Technologies Inc, but in the fact that he'd have to tell his forces that they weren't all getting a double-barrel pistol.

The Catalyst sports an over-under barrel design chambered in 10mm rounds, with a two-phase trigger that allows for single shots or tandem shots with only one pull of the trigger.

* The Catalyst deals 2d4 + Dex Piercing Damage.
* The Catalyst grants its wielder one additional strike as part of their Attack Action.
* The wielder can forgo their extra strike to instead make a Tandem Shot. This attack deals 6d4 + Dex damage. This must be declared before attacking. This attack consumes 2 Pistol Ammo, and has a -5 to hit.
* The Catalyst holds 12 rounds of Pistol Ammo.
* The Catalyst has a Range of 20/60.
* The Catalyst has a Strength Requirement of 9 and is One-Handed.
* Reloading the Catalyst takes a single action.
* The Catalyst does not penalize movement.