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Netcaster

Netcaster

(Special)

Netcasters fire cartridges that break apart mid-flight, deploying a net made of sturdy carbon fiber. A corporeal Large or smaller creature that cannot move through a space one inch or smaller who is hit by ranged attack made with a netcaster is restrained until it is freed. A creature can use its action to make a DC 15 Strength check, freeing itself or another creature within its reach on a success. A net has AC 10, 15 hit points, and is immune to bludgeoning, poison, and psychic damage.

Jolt Pistol

Jolt Pistol

(Special)

Originally designed for personal protection, jolt pistols fire short-range arcs of electricity that shock the target’s nervous system. A target damaged by a jolt pistol makes a Constitution saving throw against your maneuver save DC. On a failed save, the target is knocked prone and rattled until the end of your next turn. A target that fails the saving throw by 5 or more is stunned instead of rattled. Energy batteries designed for shock weapons (see Ammunition) are also used to power jolt pistols.

(Reload 20 Shots)

Hypodermic Pistol

Hypodermic Pistol

(Special)

Hypodermic pistols launch darts equipped with liquid-filled reservoirs. Upon impact, a dart injects the contents of its reservoir into the target.
Assassins typically fill their darts with poison, but the darts can also deliver beneficial substances such as medicine. See the medicine section (Chapter 3) for more information about the types of substances that can be loaded into a hypodermic pistol.

(Reload 5 Shots)

Grenade Launcher

Grenade Launcher

(Special)

Grenade launchers allow the wielder to fire a grenade out to the weapon’s maximum range rather than throwing it. Once a grenade lands, it detonates, creating a specific effect depending on the grenade’s type (see Grenades).

(Heavy STR 13+, Reload 1 Shot)

Flamethrower

Flamethrower

(Special)

Unlike flame bracers, flamethrowers are military-grade weapons that project wide swaths of flame. As an action, you can choose between a 30-foot line that is 5 feet wide or a 15-foot cone. Each creature in that area takes 2d6 fire damage, or half as much damage on a successful Dexterity saving throw. The DC of this save is 8 + your proficiency modifier + your Dexterity modifier. Unattended flammable objects in the area are ignited.

(Reload 3 Shots)

Flame Bracer

Flame Bracer

(Special)

A flame bracer is an anti-personnel weapon designed to be strapped to the user’s forearm. As an action, you can activate the bracer to project a jet of flame in a 15-foot line that is 5 feet wide. Each creature in that line takes 2d4 fire damage, or half as much damage on a successful Dexterity saving against your maneuver DC. If you expend three uses of the flame bracer’s fuel canister, you can alter the area of effect to a 15-foot cone instead.

(Reload 3 Shots)

Bio-Chakram

Bio-Chakram

(Special)

Bio-chakrams are sharp-edged discs designed to return to the wielder’s hand when thrown. All bio-chakrams come equipped with the biometric weapon augment. When you make a ranged attack with the bio-chakram, it returns to your hand whether the attack hits or misses and regardless of what space you are in.

Stun Stick

Stun Stick

These hand-held devices deliver a powerful electric current that temporarily disrupts the target’s neuromuscular autonomy. A target damaged by a stun stick makes a Constitution saving throw against your maneuver save DC. On a failed save, the target is knocked prone and rattled until the end of your next turn. 
A target that fails the saving throw by 5 or more is stunned instead of rattled.