Assault Rifles

Use a bonus action to charge the weapon before firing, consuming 2 heat. On a hit, it deals an additional 1d8 piercing and 2d4 thunder damage.

### AR-26 Falcon

* **Price:** $14,500
* **Damage:** 1d8 Thunder
* **Heat:** 8
* **Range:** 25/75 feet
* **Properties:** Two-Handed
* **Weight:** 11lbs.

Instead of making a ranged weapon attack, the target makes a Dexterity saving throw (DC 8 + DEX modifier). If you are proficient with Assault Rifles, add your proficiency bonus to the DC. On a failed save, the target takes 1d8 thunder damage, or half as much on a successful one.

### AR-28 Mattock

* **Price:** $14,500
* **Damage:** 1d8 Piercing
* **Heat:** 15
* **Range:** 100/300 feet
* **Properties:** Two-Handed
* **Weight:** 7lbs.

### AR-30 Ghost

* **Price:** $15,000
* **Damage:** 2d4 Piercing
* **Heat:** 8
* **Range:** 75/225 feet
* **Properties:** Two-Handed, Burst Fire
* **Weight:** 9lbs.

Whenever you make an attack with this weapon, if your previous action, reaction, or bonus action was an attack with this weapon, you gain a +1 bonus to the attack roll. Possesses recording and sensor functions so it can be left behind as a "black box" by doomed explorers.

### AR-32 Magnus

* **Price:** $15,000
* **Damage:** 2d4 Fire
* **Heat:** 8
* **Range:** 50/150 feet
* **Properties:** Two-Handed
* **Weight:** 11lbs.

### AR-34 Vindicator

* **Price:** $15,500
* **Damage:** 1d10 Piercing
* **Heat:** 12
* **Range:** 125/375 feet
* **Properties:** Two-Handed, Burst Fire
* **Weight:** 4lbs.

### AR-36 Argus

* **Price:** $16,500
* **Damage:** 1d12 Piercing
* **Heat:** 9
* **Range:** 50/150 feet
* **Properties:** Two-Handed, Recoil, Burst Fire
* **Weight:** 11lbs.

### AR-38 Antium

* **Price:** $17,000
* **Damage:** 2d6 Lightning
* **Heat:** 3
* **Range:** 25/75 feet
* **Properties:** Two-Handed, Arc, Special
* **Weight:** 11lbs.

Deals an additional 1d6 lightning damage to synthetic targets.

### AR-40 Harrier

* **Price:** $17,000
* **Damage:** 2d6 Piercing
* **Heat:** 6
* **Range:** 150/450 feet
* **Properties:** Two-Handed, Burst Fire, Recoil
* **Weight:** 11lbs.

### AR-42 Cyclone

* **Price:** $17,000
* **Damage:** 2d6 Piercing
* **Heat:** 20
* **Range:** 50/150 feet
* **Properties:** Two-Handed, Heavy, Burst Fire
* **Weight:** 18lbs.

### AR-44 Revenant

* **Price:** $17,500
* **Damage:** 3d4 Piercing
* **Heat:** 6
* **Range:** 25/75 feet
* **Properties:** Two-Handed, Burst Fire
* **Weight:** 9lbs.

## Rare (5th Level)

### AR-46 Striker

* **Price:** $36,500
* **Damage:** 1d12 Piercing
* **Heat:** 12
* **Range:** 25/75 feet
* **Properties:** Recoil, Two-Handed
* **Weight:** 13lbs.

After making a ranged attack with the Striker, you may choose to enter the Targeting condition. At the start of your next turn, all ranged attacks made with the Striker deal an additional 1d12 damage, at the cost of 2 heat per attack. This bonus continues to stack at the start of your turn until the targeting condition ends or until the Striker must be reloaded. For example, the 3rd round would deal 3d12 for 3 heat per attack, etc.

### AR-48 Pulsar

* **Price:** $37,000
* **Damage:** 2d6 Radiant
* **Heat:** 9
* **Range:** 100/300 feet
* **Properties:** Two-Handed, Burst Fire
* **Weight:** 9lbs.

### AR-50 Halberd

* **Price:** $37,000
* **Damage:** 2d6 Piercing
* **Heat:** 15
* **Range:** 150/450 feet
* **Properties:** Two-Handed
* **Weight:** 7lbs.

### AR-52 Lancer

* **Price:** $37,000
* **Damage:** 2d6 Piercing
* **Heat:** 8
* **Range:** 50/150 feet
* **Properties:** Two-Handed, Burst Fire, Vented
* **Weight:** 4lbs.

The Lancer does not use thermal clips. Instead, use a d8 to track the "heat". Whenever you make a ranged attack with the weapon, spin down the die 1 face. Every round that you don't fire the weapon, spin the die up 2 faces. This represents the weapon internally cooling off. If you ever spin down the die to 0, the weapon jams and cannot be fired again this combat. If you make a Burst Fire attack, spin down the die by 2.

### AR-54 Pioneer

* **Price:** $37,000
* **Damage:** 2d6 Piercing
* **Heat:** 8
* **Range:** 100/300 feet
* **Properties:** Two-Handed, Burst Fire
* **Weight:** 4lbs.

Whenever you make an attack roll with this weapon and miss, you gain a stacking +1 bonus to subsequent attack rolls. Whenever you make an attack roll with this weapon and hit, your +1 bonus resets to 0.

### AR-56 Sandstorm

* **Price:** $37,500
* **Damage:** 2d4 Piercing
* **Heat:** 8
* **Range:** 200/600 feet
* **Properties:** Two-Handed
* **Weight:** 13lbs.

### AR-58 Icarus

* **Price:** $37,500
* **Damage:** 3d4 Fire
* **Heat:** 4
* **Range:** 50/150 feet
* **Properties:** Two-Handed, Special
* **Weight:** 13lbs.

Each attack costs 2 heat. Weapon attacks made with this weapon cannot miss as long as you can see the target.

### AR-60 Typhoon

* **Price:** $39,000
* **Damage:** 2d8 Piercing
* **Heat:** 6
* **Range:** 50/150 feet
* **Properties:** Heavy, Recoil, Two-Handed
* **Weight:** 20lbs.

+1 AC when holding this weapon.

### AR-62 Valkyrie

* **Price:** $39,000
* **Damage:** 2d8 Piercing
* **Heat:** 4
* **Range:** 75/225 feet
* **Properties:** Two-Handed
* **Weight:** 11lbs.

### AR-64 Sweeper

* **Price:** $39,000
* **Damage:** 2d8 Force
* **Heat:** 6
* **Range:** 50/150 feet
* **Properties:** Two-Handed, Heavy, Special, Burst-Fire, Vented
* **Weight:** 18lbs.

The Sweeper does not use thermal clips. Instead, use a d6 to track the "heat". Whenever you make a ranged attack with the weapon, spin down the die 1 face. Every round that you don't fire the weapon, spin the die up 1 face. This represents the weapon internally cooling off. If you ever spin down the die to 0, the weapon jams and cannot be fired again this combat. If you make a Burst Fire attack, spin down the die by 2.

## Very Rare (7th Level)

### AR-66 Python

* **Price:** $59,000
* **Damage:** 2d6 Force
* **Heat:** 6
* **Range:** 50/150 feet
* **Properties:** Two-Handed, Special, Vented
* **Weight:** 11lbs.

The Python does not use thermal clips. Instead, use a d6 to track the "heat". Whenever you make a ranged attack with the weapon, spin down the die 1 face. Every round that you don't fire the weapon, spin the die up 1 face. If you ever spin down the die to 0, the weapon jams and cannot be fired again this combat.

After successfully hitting a target with a ranged attack with this weapon, you may use your bonus action to begin targeting. Until the targeting condition ends, you deal weapon damage to the target at each of the following combat phases: the end of your turn, the beginning of the target's turn, the end of the target's turn, and the beginning of your turn. Each time you deal damage, spin down your heat dice. In addition to standard targeting rules, this targeting condition can end when this weapon's heat becomes 0, when the targeted creature gains three-quarters or full cover, the target uses an action and succeeds on an opposed Dexterity check (you may add your proficiency bonus if you are proficient with this weapon type), or you use a bonus action on your turn to end the condition.

### AR-68 Savant

* **Price:** $59,000
* **Damage:** 2d8 Thunder
* **Heat:** 3
* **Range:** 25/75 feet
* **Properties:** Two-Handed, Special
* **Weight:** 13lbs.

Instead of making a ranged weapon attack, target an area within normal or long range of this weapon. Each creature within a 10 foot radius of the target makes a Dexterity saving throw. The DC of this saving throw equals 8 + your Dexterity modifier + your proficiency bonus (if you are proficient with Assault Rifles). A creature takes thunder damage equal to the weapon's damage on a failed save or half as much on a successful one. Each creature within the radius has advantage on the saving throw the target area is beyond the normal range of this weapon.

### AR-70 Manticore

* **Price:** $60,000
* **Damage:** 4d4 Piercing
* **Heat:** 8
* **Range:** 50/150 feet
* **Properties:** Two-Handed, Burst Fire, Special, Vented
* **Weight:** 13lbs.

The Manticore does not use thermal clips. Instead, use a d8 to track the "heat". Whenever you make a ranged attack with the weapon, spin down the die 1 face. Every round that you don't fire the weapon, spin the die up 1 face. This represents the weapon internally cooling off. If you ever spin down the die to 0, the weapon jams and cannot be fired again this combat.

### AR-72 Lumen

* **Price:** $60,000
* **Damage:** 4d4 Fire
* **Heat:** 12
* **Range:** 25/75 feet
* **Properties:** Two-Handed, Heavy
* **Weight:** 18lbs.

### AR-74 Saber

* **Price:** $60,500
* **Damage:** 3d6 Piercing
* **Heat:** 8
* **Range:** 125/375 feet
* **Properties:** Special, Two-Handed
* **Weight:** 11lbs.

Custom made for its owner. When you purchase this weapon, you may choose one of the following: Increase damage of this weapon to d8, reloading this weapon is a bonus action, or +2 on ranged attack rolls made with the weapon.

### AR-76 Spartacus

* **Price:** $61,000
* **Damage:** 2d10 Radiant
* **Heat:** 6
* **Range:** 25/75 feet
* **Properties:** Burst Fire, Special, Two-Handed, Vented
* **Weight:** 13lbs.

The Spartacus does not use thermal clips. Instead, use a d6 to track the "heat". Whenever you make a ranged attack with the weapon, spin down the die 1 face. Every round that you don't fire the weapon, spin the die up 1 face. This represents the weapon internally cooling off. If you ever spin down the die to 0, the weapon jams and cannot be fired again this encounter. If you make a Burst Fire attack, spin down the die by 2.