Holocron

Special Weapons

Wretched Hives · Equipment

Weapons with special rules are described below.

Flechette Cannon

The flechette cannon does not make attack rolls. Rather than traditional power cells, the flechette cannon uses specialized projector tanks, which, when fired, spray an area with the contents of the tank. Projector tanks require your target to make a saving throw to resist the tank’s effects. It can have different ammunition types loaded simultaneously, and you can choose which ammunition you’re using as you fire it (no action required). If you don’t meet the flechette cannon’s strength requirement, creatures have advantage on their saving throws. If you lack proficiency in the flechette cannon, you must roll the damage dice twice and take the lesser total.

Grenade Launcher

Rather than traditional power cells, the grenade launcher fires grenades. When firing a grenade at long range, or if you don’t meet the grenade launcher’s strength requirement, creatures within the radius of the grenade’s explosion have advantage on the saving throw. If you lack proficiency in the grenade launcher, you must roll the damage dice twice and take the lesser total.

Rocket Launcher

Rather than traditional power cells, the rocket launcher fires specialized projectiles in the form of rockets. When firing a rocket at long range, or if you don’t meet the rocket launcher’s strength requirement, creatures within the radius of the rocket’s explosion have advantage on the saving throw.

Shoulder Blaster

Mounted by the shoulder slot, a shoulder blaster does not require a free hand to use. Additionally, you have advantage on Strength ability checks and saving throws to avoid being disarmed of this weapon.

Shoulder Cannon

Mounted by the shoulder slot, a shoulder cannon does not require a free hand to use. Additionally, you have advantage on Strength ability checks and saving throws to avoid being disarmed of this weapon.

Vapor Projector

The vapor projector does not make attack rolls. Rather than traditional power cells, the vapor projector uses specialized projector tanks, which, when fired, spray an area with the contents of the tank.

Projector tanks require your target to make a saving throw to resist the tank’s effects. It can have different ammunition types loaded simultaneously, and you can choose which ammunition you’re using as you fire it (no action required). If you don’t meet the vapor projector’s strength requirement, creatures have advantage on their saving throws. If you lack proficiency in the vapor projector, you must roll the damage dice twice and take the lesser total.

Blasters
Name Cost Damage Weight Properties
Simple Blasters
Cryo carbine 1,250 cr 1d6 cold 6.00 lb Power cell (range 45/180), reload 12, two-handed, vicious 1
Cryo pistol 750 cr 1d4 cold 2.00 lb Power cell (range 30/120), reload 8, vicious 1
Disruptor carbine 1,450 cr 1d8 acid 8.50 lb Disintegrate 13, power cell (range 60/240), reload 8, strength 11, two-handed
Disruptor pistol 750 cr 1d6 acid 4.50 lb Disintegrate 13, power cell (range 45/180), reload 12, strength 11
Incinerator carbine 1,650 cr 1d6 fire 7.50 lb Dire 1, disintegrate 13, power cell (range 60/240), reload 12, strength 11, two-handed
Incinerator pistol 1,250 cr 1d4 fire 3.50 lb Dire 1, disintegrate 13, power cell (range 40/160), reload 16, strength 11
Martial Blasters
BKG 2,750 cr 3d4 energy 19.00 lb Auto, burst 2, disintegrate 13, power cell (range 120/480), reload 2, strength 19, two-handed, vicious 1
Chaingun 1,325 cr 2d4 kinetic 10.50 lb Auto, rapid 2, reload 8, slug cartridge (range 80/320), strength 13, two-handed, vicious 1
Cryo cannon 3,300 cr 2d4 cold 12.50 lb Auto, burst 2, power cell (range 75/300), reload 4, strength 13, two-handed, vicious 1
Cryo rifle 2,400 cr 2d4 cold 10.50 lb Power cell (range 50/200), reload 4, strength 11, two-handed, vicious 1
Disruptor rifle 2,900 cr 1d10 acid 13.50 lb Disintegrate 13, power cell (range 60/240), reload 4, strength 13, two-handed
Disruptor sniper 3,300 cr 1d12 acid 15.00 lb Disintegrate 13, power cell (range 120/480), reload 2, strength 15, two-handed
Flechette cannon 2,300 cr 13.00 lb Reload 6, special (range special), strength 13, two-handed
Grenade launcher 1,800 cr 11.50 lb Reload 1, special (range 90/360), strength 11, two-handed
Hand BKG 1,550 cr 1d10 energy 10 lb Brutal 1, disintegrate 13, keen 1, power cell (range 50/200), reload 4, strength 15
Hand blaster 500 cr 1d4 energy .50 lb Keen 1, light, power cell (range 40/160), reload 8
Hand cannon 1,300 cr 1d10 kinetic 10.50 lb Brutal 1, slug cartridge (range 25/100), reload 8, strength 11, two-handed
Incinerator rifle 1,950 cr 1d8 fire 9.50 lb Dire 1, disintegrate 13, power cell (range 80/320), reload 8, strength 11, two-handed
Incinerator sniper 3,300 cr 1d10 fire 14.50 lb Dire 1, disintegrate 13, power cell (range 120/480), reload 2, strength 15, two-handed
Lightbow 1,800 cr 2d6 energy 14.00 lb Piercing 1, power cell (range 60/240), reload 2, strength 15, two-handed
Railgun 1,900 cr 2d6 kinetic 16.00 lb Piercing 1, reload 2, slug cartridge (range 150/600), strength 17, two-handed
Rocket launcher 2,250 cr 14.00 lb Reload 1, special (range 150/600), strength 13, two-handed
Shoulder blaster 1,275 cr 1d6 energy 3.00 lb Power cell (range 40/160), rapid 4, reload 16, smart (15/+2), special
Shoulder cannon 1,625 cr 1d8 energy 8.50 lb Auto, burst 8, power cell (range 60/240), reload 8, smart (15/+2), special, strength 11
Smart cannon 2,250 cr 1d10 kinetic 13.50 lb Auto, burst 2, rapid 2, reload 4, slug cartridge (range 75/300), smart (15/+2), strength 15, two-handed
Smart pistol 1,075 cr 1d6 kinetic 4.00 lb Piercing 1, rapid 2, reload 16, slug cartridge (range 40/160), smart (15/+2), strength 11
Vapor projector 2,300 cr 13.00 lb Reload 6, special (range special), strength 13, two-handed
Lightweapons
Name Cost Damage Weight Properties
Simple Lightweapons
Sabermace 950 cr 1d8 energy 2.75 lb Brutal 1, dexterity 13, hidden, luminous, versatile (1d10)
Sicklesaber 700 cr 1d6 energy 1.00 lb Dexterity 11, dire 1, hidden, light, luminous
Martial Lightweapons
Bitesaber 1,800 cr 1d6 acid 2.50 lb Biting 13, hidden, luminous, versatile (2d4)
Blightsaber 1,800 cr 1d6 necrotic 2.50 lb Corruption 13, hidden, versatile (2d4)
Brightsaber 1,800 cr 1d6 fire 2.50 lb Bright 13, hidden, luminous, versatile (2d4)
Broadsaber 1,000 cr 2d4 energy 2.75 lb Dexterity 13, dire 1, luminous, versatile (1d8)
Bustersaber 2,900 cr 1d12 energy 7.25 lb Brutal 1, dexterity 19, heavy, keen 1, luminous, reach, two-handed
Crossguard saber 725 cr 1d8 energy 3.25 lb Defensive 1, dexterity 13, heavy, luminous, versatile (1d10)
Dual-phase saber 1,250 cr 2d4 energy 3.00 lb Dexterity 13, hidden, luminous, versatile (1d12), vicious 1
Guard shoto 375 cr 1d4 energy 1.25 lb Defensive 1, finesse, hidden, light luminous
Lightglaive 2,050 cr 1d10 energy 5.75 lb Brutal 1, dexterity 13, luminous, reach, two-handed
Lightkatana 925 cr 1d8 energy 2.75 lb Dexterity 11, hidden, luminous, piercing 1, versatile (1d10)
Lightnodachi 3,050 cr 3d4 energy 4.50 lb Dexterity 17, luminous, piercing 1, two-handed, vicious 1
Sith saber 925 cr 2d4 energy 2.75 lb Dexterity 11, hidden, keen 1, versatile (1d10)
Warsaber 2,175 cr 2d6 energy 4.25 lb Dexterity 15, reckless 1, two-handed, vicious 1
Vibroweapons
Name Cost Damage Weight Properties
Simple Vibroweapons
Diresword 300 cr 1d6 kinetic 3.75 lb Dexterity 11, dire 1, heavy
Nervebaton 375 cr 1d4 kinetic 2.00 lb Disruptive, neuralizing 13
Vibrosabre 300 cr 1d6 kinetic 1.75 lb Dexterity 11, keen 1, light
Martial Vibroweapons
Dire vibroblade 550 cr 1d8 kinetic 7.00 lb Dexterity 13, dire 1, versatile (1d10)
Echostaff 600 cr 1d6 kinetic 5.00 lb Double (1d6 kinetic), finesse, sonorous 13
Electrobaton 275 cr 1d4 kinetic 1.00 lb Finesse, light, shocking 13
Electrohammer 950 cr 1d10 kinetic 8.75 lb Dexterity 11, Heavy, shocking 13, two-handed
Electrostaff 600 cr 1d6 kinetic 5.00 lb Double (1d6 kinetic), finesse, shocking 13
Vibrobattleaxe 1,200 cr 1d12 kinetic 10.00 lb Brutal 1, dexterity 13, heavy, two-handed
Vibrobuster 1,850 cr 1d12 kinetic 13.25 lb Brutal 1, dexterity 19, heavy, keen 1, reach, two-handed
Vibroflail 500 cr 2d4 kinetic 4.75 lb Dexterity 11, reckless 1
Vibroglaive 1,200 cr 1d10 kinetic 10.00 lb Brutal 1, dexterity 13, reach, two-handed
Vibrohammer 600 cr 2d4 kinetic 7.50 lb Heavy, two-handed, vicious 1
Vibrokatana 450 cr 1d8 kinetic 5.75 lb Dexterity 11, piercing 1, versatile (1d10)
Vibroknife 225 cr 1d4 kinetic 1.00 lb Finesse, light, piercing 1
Vibronodachi 2,200 cr 3d4 kinetic 12.00 lb Dexterity 17, piercing 1, two-handed, vicious 1
Vibroshield 325 cr 1d8 kinetic 3.75 lb Defensive 1, fixed
Vibrostiletto 250 cr 1d4 kinetic 1.00 lb Finesse, keen 1, light, thrown (range 30/90)
Vibrotonfa 225 cr 1d4 kinetic 1.00 lb Defensive 1, finesse, light
War hat 350 cr 1d6 kinetic 3.25 lb Defensive 1, disguised, returning, thrown (range 30/90)
Warsword 1,650 cr 2d6 kinetic 10.75 lb Dexterity 15, reckless 1, two-handed, vicious 1