Runorix Weapons

## Ranged Weapons

**Bolter,** *The humble Bolter is one of the most popular weapons in the wastelands of Runorix. The weapon has a range of* **10ft./210ft.** *and holds 5 shots before requiring a reload. certain patterns of bolters have an attachment point for a bayonet allowing for a blade to be attached at the end of the weapon*

*Damage: 1d10+5 Piercing / Bayonet 1d4+ attack-mod. Piercing*

**Short Bolter,** *The Short Bolter is a compact single handed pistol, it can be Dual Wielded with the Dual Wielder feat and can be used with Shields. The Short bolter holds 5 shots before requiring a reload and has a range of* **40/140ft.** *Some Short bolters have the ability to take a Laser Designator to mark a target as a bonus action. marked targets has a +2 to hit.*

*Damage: 1d8+1 Piercing*

**Impaler,** *The Impaler is a dual barreled bolter that fire a wad of four spikes per barrel. these spike spread to damage a small area like joints and limbs. The Impaler has a range of* **5ft./60ft.** *and can fire twice before requiring a reload. Impaler's can take alternative ammo in the form of slugs. slugs can knock a target prone or cripple limbs.*

*Damage: 4d4+@att-mod / Slug 2d6 Bludgeoning*

**Penetrator,** *The Penetrator is a compact burst fire bolter, it expends 3 rounds per attack and holds 15 rounds per reload. Penetrators have a range of* **5ft./70ft.** *and can fire 5 times before requiring a reload.*

*Damage: 3d4+2 Piercing*

**Breacher,** *The Breacher is a hand portable Spike canon, it fires one large spike before requiring a reload. The Breacher has a range of* **10ft./80ft.** *and requires 14 Str. to wield. Breacher spike have the* **Puncture** *property and can hit multiple targets that are within 5ft. of each other in a straight line from where it was fired. the second target takes half damage unless passing a Dex. save for 1/4 damage.*

*Damage; 3d8+Attack-mod Piercing*

**Stuber,** *The Stuber is a heavy rapid fire bolter, it expends 5 ammo per shot and has a higher chance to misfire compared to other bolters. the Stuber holds 25 round belts and can be fired 5 times before requiring a reload. it has a range of* **10ft./110ft.** *and can be braced against a solid surface for a +1 to hit. Stuber's do not benefit from the Extra Attack feature. Require 16 Str. to wield*

*Damage: 2d10+Attack-mod Piercing*

**Dissipator,** *The Dissipator is a modified bolter carbine made for rapid fire, it fires in 4 round bursts per attack and has a capacity of 20 rounds. the Dissipator requires a 12Dex. or higher to wield and has a range of* **5ft./125ft.** *and has the Rapid Fire property by default.*

*Damage: 3d6+Attack-mod Piercing (Uses Bolter Mods)*

**Equalizer,** *The Equalizer is a Anti-Material Rifle, it fires custom Sabot Bolts and has the Siege/Puncture properties. The Equalizer requires a 12Str. or higher to carry and fires a Single shot before requiring a reload. Non-Construct targets need to succeed a DC15 Con. Save or become Bleeding for 2 rounds*

*Damage: 1d12+Attack-mod Piercing / 1d4+Attack-mod Bleed.*

**Flamer,** *A Flamer is a man portable weapon meant for dealing with people rather than aberrations. the can fire in a 20ft. cone or lob a ball of flame at a range of* **10ft./40ft.** *Flamers require Oil to fire and can make 12 attacks before requiring a replacement tank Has the* **Overheating** *property*

## **Plasma Casters [ all weapons have the Overheating Property]**

**Melter Pistol,** *A hand held plasma weapon attached to a compressed gas tank, the pistol has a range of 100/150ft. and travels in an arc to the target. On a hit the target makes a Con. saving throw (DC 10+Str. Mod) or is **Burning** until they take an action to heal the wound or use the Cure Wounds Spell or a DC 10+Str. Mod. Medicine check.*

*Damage: 1d10+ @mod Plasma*

**Melter Rifle,** *A Two Handed heavy weapon with a large gas pack, the wielder requires a Strength of 16 or higher to carry this weapon. The Melter Rifle fires a beam of plasma to the target. The beam ignores cover and hits its primary target, On a hit the target makes a Con. saving throw (DC 10+Str. Mod) or is **Burning** until they take an action to heal the wound or use the Cure Wounds Spell or a DC 10+Str. Mod. Medicine check , all creature caught in the path must make a DC 17 Dex. save or take 2d4+ Str.Mod Plasma Damage.*

*Damage:* *1d12+ @mod Plasma*

**Scatter Plaz,** *A Two Handed heavy weapon with a large gas pack, the wielder requires Strength of 18 or higher to carry this weapon. The Scatter Plaz fires a single 15ft. cone of Plasma. All creatures within must make Con. saving throw (DC 10+Str. Mod) or are **Burning** until they take an action to heal the wound or use the Cure Wounds Spell or a DC 10+Str. Mod. Medicine check.*

*[This Weapon is not effected by Extra Attack or feats that remove the reloading property.]*

*Damage: 3d8+ @mod plasma.*

## Vehicle / Automaton Ranged Weapons

**Heavy Bolter,** *The Heavy Bolter is a mounted version of the Bolter family of weapons. It is meant to be mounted on land Vehicles like Trains, Cargo Trawlers, Caravans as well as larger Automatons. The Heavy Bolter comes in three varieties:*

***Heavy Bolter: a single barreled mounted machine gun that fires in 10 round bursts dealing 10d4+3 Piercing***

***Dual Heavy Bolter: a twin barreled variant typically reserved for Caravans , defensive bunkers and Automatons. Fires in 10 round bursts and deals 5d6+2 Piercing***

***Tri-Heavy Bolter: A tri-barreled variant reserved mostly for huge Automatons and mounting on train cars. fires in 15 round bursts and deals 3d8+6 Piercing, This weapon has the* Overheating *property.***

**Heavy Stuber,** *The heavy Stuber is an Auto canon platform meant for mounting on Train Engines or Armored cars. it has two variants:*

***Tri-Heavy Stuber: Found mostly on Defensive and Security Automatons the Tri-Barreled Stuber fires in 12 round bursts and deals 6d6 Piercing***

***Rotary Stuber: Found as mounted turrets on Trains the Rotary Stuber has six rotating barrels that fire in bursts of 6 rounds. the canon deals 6d8 Piercing, this weapon platform has the*** **Overheating *property.***

**Mortars,** *Mortars are mobile artillery turrets mostly found in defensive bunkers and mounted on specialized train cars. The Mortar comes in three varieties:*

***Mortar: Fires a Shell in an arc from the mortar pit and deals 6d6 Fire damage in a 20ft. radius. targets must make a Dex. Saving throw.***

***Melter Mortar: meant to deal with vehicles, the Melter Mortar hurls a ball of thermite in a 20-30ft. arc and deals 2d10 Fire to vehicles and structure, smaller targets take 3d6 fire and are burning on a failed Dex. Saving throw.***

***Siege Mortar: Siege Mortars are meant for dealing damage to Structures, It has the*** **Siege *property dealing 2d12 Bludgeoning to non-Structural targets.***

**Ballista,** *The Ballista is a antiquated but effective defensive tool that can be mounted on Trains, Caravans, Cargo Trawlers and Defensive walls. the Ballista can hit a single target with a +6 to hit and deals 3d10 Piercing damage to a single target.*

***Tri-bolt Ballista: Fires three bolts in a 30ft. cone dealing 4d8 Piercing to vehicles or three ground targets.***

**Heavy Incinerator,** *The Heavy Incinerator is an Anti-Personnel turret that deals 4d8 Fire in a 30ft. cone. the turret has the* **Overheating** *property and uses the same fuel source as the vehicle it is mounted to.*

**Tesla Beam,** *The Tesla Beam is an electrically charged weapon that fires two 30ft. lines of electricity that deal 2d10 Lightning damage on a failed Dex. Saving throw.* **Weapon has the chance to deal damage to it's own vehicle.**

## Modifications (maximum of 2 per weapon)

### Bolters:

*Bayonet, a short blade added to the end of certain Bolter models, as a bonus action you can make a melee attack for 1d4+Attack Mod slashing.*

*Extended Magazine, Adds +3 capacity to Bolters.*

*Mini-scope, Removes the* Called Shot *penalty and increases your max range to 220ft. , minimum attack range decreased to 15ft.*

*Scope, (Prerequisite: Eagle Eye feat.) A full scope increasing your maximum range to 300ft. and is compatible with the* Sniper *feat.*

*Carbine Barrel, you cut down the length of your bolter, your maximum effective range is reduced to 175ft. and you now have the* Rapid Fire *property*

*Single-point Sling, A modified sling that allows you to stow and draw this weapon as a free action.*

### Short Bolter:

*Laser Sight, a bright dot of light from under the barrel of your short bolter, as an Action you can mark a target with the sight. All Allies that attack the target have a +3 to hit till the start of your next turn.*

*Quickdraw Holster, A modified holster that allows you to stow and draw this weapon as a free action.*

*Speed Loader, Allows you to fully reload as a bonus action without the* Gunner *feat.*

*Snubbed Barrel, you chop down the barrel of your pistol, your maximum range is reduced to 35ft. You can make a Slight of Hand check at advantage to smuggle your weapon into restricted spaces.*

### Impaler:

*Improved Action, with some modifications you change the action of the Impaler, you have one barrel but can now fire 5 rounds before reloading.*

*Slamfire,(Prerequisite: Improved Action) Adds the* Rapid Fire *property. your weapon now malfunctions on 2's.*

*Single-point Sling, A modified sling that allows you to stow and draw this weapon as a free action.*

*Sawed-off, you cut down the barrel and stock of this weapon, you can now stash the weapon with a Slight of Hand check. your effective range is reduced to 45ft.*

*Extra Barrel, you attach an additional barrel to the weapon, you can now fire 3 shots before reloading.*

### Penetrator:

*Shield Hook, allows you to fire the penetrator one-handed in conjuncture with a shield.*

*Extended Magazine, holds an additional 10 rounds*

*Chest Holster, A modified holster that allows you to stow and draw this weapon as a free action.*

*Light-weight Frame, allows this weapon to benefit from the* Dual Wielding *feat. (cannot hold two penetrators)*

*Stock, Attacks have a passive +1 to hit*

### **Equalizer:**

*Bipod, allows a special action Brace to add +1/2 Prof to hit. User cannot expend movement and has disadvantage on Dex. Saves until their next turn after activating*

*Mini-scope, Removes the* Called Shot *penalty and increases your max range to 220ft. , minimum attack range decreased to 15ft.*

*Scope, (Prerequisite: Eagle Eye feat.) A full scope increasing your maximum range to 300ft. and is compatible with the* Sniper *feat.*

*Improved Compressor, You have Advantage on attacks against Power Armored targets.*

### Melter Pistol**:**

*Over Pressured Gauge, Increases damage die by 1, increases base misfire chance to 5 or lower.*

*Focused Nozzle, increases range to 300ft. increases Misfire chance to 3 or lower*

*Heat Syncs,* *decreases misfire chance by 1 for a minimum of 1*

*Hellion Gas, your tank is filled with gasses harvested by fiends on Krackalnis, you deal Necrotic damage instead of Plasma*

### Melter Rifle:

*Extra Tank, you can fire 10 additional reloads until requiring a refill of your tanks*

*Blast Radius, when your projectile hits a target it explodes, all targets within 5ft. take 1/4 damage. Misfire chance increases to 3 or lower.*

## Properties

**Siege: Deals double damage to structures and objects.**

**Overheating: Over use of these weapons leads to upage of misfire chances and will eventually permanently disable the weapons function.**

**Puncture: Can hit multiple targets within 5ft. of each other in a straight line from the firing position. second target makes a Dex. Saving throw or takes 1/2 of the initial damage. A successful save grants 1/4 damage, this property ignores Uncanny Dodge and Evasion.**

**Rapid Fire: As a Bonus Action you can make an additional attack at a -5 to hit**