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Hypertech equipment works much as it does in standard fantasy campaigns. Characters have base level “mundane” equipment in the beginning and move on to Superscience equipment, which is the Hypertech equivalent of magical items. Weapons and armor are important to adventurers, as are vehicles.

It’s good to remember that items need to be rare to remain cool and impactful. Although mundane equipment gets the heroes started, and can stay useful when creatively employed, it is the more advanced technologies of the universe that truly matter. There’s no quicker way to make them feel boring than to give them out easily. Superscience items are acquired through adventuring, hard-won rewards of daring conquests. It’s not thrilling to find a powerful gravity pistol in a shop and paying full asking price for it. It might be for your coupon-obsessed grandmother, but not for daring rebels. They want to find it in the tomb of a long-dead planetary ruler, covered in the blue-green blood of her final moments. That’s a story worth recounting at the cantina.

It’s also important to keep weapons and other items that don’t fit genre conventions out of the hands of heroes, whatever those conventions might be in your game. Our default assumptions are what you’ll find below. For instance, although a soldier can likely get their hands on a box full of grenades, that’s hardly appropriate for most kinds of Hypertech games.

Instead, grenades and even personal shield generators are kept among the Superscience items, as rarities deserving of special moments that turn the tide. This also keeps them off the open market and squarely in the hands of the GM to hand out as warranted.


All of the following prices are listed in generic “credits.” You can easily adapt these numbers to suit the inflation level of your game. They’re mostly useful as proportions. They also tend to follow the general pricing in terms of gold, so it’s easy to port over fantasy items; gold simply becomes credits.


Armor plays an important role in sci-fi, helping to define the visual style and technological level of the setting. Societies in Hypertech are often defined and stylized in terms of their attire and battle gear. Armor in space has even more meaning, as it can get in the way of space suits needed to survive.

It can also derive from flight suits and other space-friendly clothing.

Some settings may emphasize the lighter armors and GMs may wish to define exactly which armor types are common in the galaxy. If most starfarers are wearing dusters, coming aboard a space station sporting an armored spacesuit could make quite an impression, for good or ill.

Strength. Heavier armor interferes with the wearer’s ability to move quickly, stealthily, and freely. If the Armor table shows “Strength 13” or higher in the Strength column for an armor type, the armor reduces the wearer’s speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score.

Stealth. If the Armor table shows “Disadvantage” in the Stealth column, the wearer has disadvantage on Stealth checks.

Light Armor

Catsuit. A form-fitting outfit, great for both stealth and lounging opulently.

Flight Suit. Designed to provide both protection and limited life support for spacefaring pilots and crew. With helmet, the flight suit provides 8 hours of breathable air.

Lined Duster. A long coat, tailored to protect against energy and ballistic weapons. The coat provides only limited protection, but grants advantage when attempting to hide a weapon on your person.

Scout Armor. Engineered for military scouts and other explorers, scout armor is more rigid than other light armors and protects a bit better. It lacks the hefty weight of higher-level gear.

Light Armor
Armor Name Cost Armor Class (AC) Strength Stealth Weight
Catsuit 8 cr 11 + Dexterity modifier 5 lb.
Flight suit 10 cr 11 + Dexterity modifier Disadvantage 8 lb.
Lined duster 10 cr 11 + Dexterity modifier 10 lb.
Scout armor 45 cr 12 + Dexterity modifier 15 lb.

Medium Armor

Bounty Hunter Armor. Cobbled together from two or more kinds of trooper armor, repainted, and customized to suit the individual wearer; bounty hunter armor is unusual and flashy.

Half Suit. The breastplate and padding from a heavier, full set of armor. Provides much of the stopping power of the heavier alloys without sacrificing the mobility of lighter armors.

Scavenger Set. Made from scavenged metal parts, this armor is hefty and somewhat impractical. Its haphazard design lends itself to the outer colonies and fringe worlds, where manufactured armors are too expensive for most combatants.

Trooper Armor. Made for regimented military units, trooper armor is uniform and offers complete coverage. Those wearing trooper armor helmets are immune to being blinded by light and poisoned by most gasses and fine particulate weapons.

Medium Armor
Armor Name Cost Armor Class (AC) Strength Stealth Weight
Scavenger set 10 cr 12 + Dexterity modifier (max 2) Disadvantage 12 lb.
Trooper armor 50 cr 13 + Dexterity modifier (max 2) Disadvantage 45 lb.
Bounty hunter armor 400 cr 14 + Dexterity modifier (max 2) 45 lb.
Half suit 750 cr 15 + Dexterity modifier (max 2) 25 lb.

Heavy Armor

Armored Spacesuit. Bulky suit designed to provide heavy protection for spacewalks. Most models have jetpack systems that provide a fly speed of 10 ft. They also provide life support for up to 24 hours.

Battle Armor. A full suit of armor intended for use by the most elite military units. Occasionally also used by the more well-organized and well-paid mercenaries of the galaxy.

Powered Armor. Full bodysuit designed to augment and protect the wearer, normally with hydraulics but occasionally with more advanced technologies. It grants +2 to Strength and makes the wearer resistant to damage from falling.

Heavy Armor
Armor Name Cost Armor Class (AC) Strength Stealth Weight
Armored spacesuit 75 cr 16 Str 13 Disadvantage 55 lb.
Powered armor 200 cr 17 Disadvantage 60 lb.
Battle armor 1,500 cr 18 Str 15 Disadvantage 65 lb.


The following weapons are those commonly available in most galaxies. They include many weapons familiar to fantasy gamers, but also a number of more modern ranged weapons. These could also be energy weapons if that’s what’s common to your setting.

There is really no reason a character couldn’t gain access to virtually any weapon. Such sources can be especially useful for giving a particular planet or species a distinct flavor in combat.

Cannon. A massive ranged weapon, barely manageable without a tripod or other mount.

Energy Sword. A blade of light and heat. Although incredibly expensive on most markets, some characters may begin play with one at the GM’s discretion.

Machinegun. A weapon designed for spraying large amounts of energy at range. Not appropriate for some sci-fi settings.

Mini-Pistol. Small pistol designed to be easily hidden (provides advantage when attempting to do so).

Noble Sword. Virtually any rapier-like sword (or applicable type), often used by nobles and military orders.

Pistol. A basic pistol, shooting either projectiles, lasers, or energy bolts. In some settings the damage type might be different (cold, lightning, thunder, etc.).

Rifle. A typical long-range, semi-automatic gun.

Sawed-Off Shotgun. A shotgun that’s been modified for use in one hand.

Shotgun. A powerful spray weapon. Relatively short range, but capable of hitting more than one target.

Damage Types

We list most ranged weapons as dealing fire damage. This is because most settings will use either ballistic guns or energy weapons. Heat generally works for most of these kinds of weapons. However, feel free to have weapons work differently in your setting.

Maybe people have access to cryonic guns that deal cold damage. Perhaps there are gravity guns that deal force damage. There could even be sonic pistols that do thunder damage, or disintegration weapons that do necrotic damage.

The point is that these weapons are intentionally simple. You can, through a very easy damage decision, make a startlingly flavorful statement as to the technology and science native to your game setting.

Simple Weapons
Weapon Name Cost Damage Weight Properties
Axe 5 cr 1d6 slashing 2 lb. Light, thrown (range 20 ft./60 ft.)
Club .1 cr 1d4 bludgeoning 2 lb. Light
Knife 2 cr 1d4 piercing 1 lb. Finesse, light, thrown (range 20 ft./60 ft.)
Mini-Pistol 10 cr 1d4 fire 1 lb. Range (30 ft./90 ft.)
Spear 1 cr 1d6 piercing 3 lb. Thrown (range 20 ft./60 ft.), versatile (1d8)
Staff .2 cr 1d6 bludgeoning 4 lb. Versatile (1d8)
Martial Weapons
Weapon Name Cost Damage Weight Properties
Cannon 200 cr 1d12 fire 35 lb. Range (200 ft./550 ft.). Two-handed.
Energy sword 2,000 cr* 1d8 fire 1 lb. Finesse, Light
Greatsword 50 cr 2d6 slashing 6 lb. Heavy, two-handed
Heavy axe 30 cr 1d12 slashing 7 lb. Heavy, two-handed
Longsword 15 cr 1d8 slashing 3 lb. Versatile (1d10)
Machinegun 35 cr 1d6 fire 6 lb. Range (50 ft./100 ft.), scatter, two-handed
Noble sword 25 cr 1d8 piercing 2 lb. Finesse
Pistol 30 cr 1d6 fire 3 lb. Range (40 ft./120 ft.)
Rifle 50 cr 1d10 fire 8 lb. Range (150 ft./500 ft.), two-handed
Sawed-off shotgun 40 cr 1d4 fire 4 lb. Spray (10 ft.)
Shotgun 40 cr 1d8 fire 7 lb. Spray (15 ft.), two-handed

Scatter. Whenever you hit a target with this weapon within normal range, you may make one additional attack against another target within 5 feet of the target you hit. Hitting the second target does not trigger another Scatter attack.

Spray. Attacks all targets in a cone.

*: Feel free to reduce the price of this weapon to 100 cr or less if energy beam swords would be more common in your chosen setting.

Adventuring Gear

The following list of adventuring gear is far from exhaustive, but should get beginning characters started with the necessities of adventuring.

Adventuring Gear
Gear Name Cost Weight Description
Alarm system 10 cr 5 lb. Motion sensors and an audible alarm, alerting of intruders in a 15 ft. x 15 ft. area. DC 15 Stealth or security tools check to bypass.
Ammunition packs
Pistol or mini-pistol (20) 1 cr 1 lb. Ammo for pistols and mini-pistols
Rifle (20) 1 cr 1 lb. Ammo for rifles
Shotgun (10) 1 cr 1 lb. Ammo for shotguns
Cannon (3) 1 cr 1 lb. Ammo for cannons
Backpack 2 cr 5 lb. A weather-resistant, shoulder slung pack
Bandoleer 2 cr 1 lb. A harness for holding 12 ammo packs
Bedroll 1 cr 7 lb. A simple bed for life in the wilds
Binoculars 5 cr 1 lb. Allows for perception rolls against targets up to 2,000 feet away
Canteen 1 cr 3 lb. (full) Bottle or other container of non-corrosive fluid, usually water
Chronometer 2 cr A watch or other similar timepiece
Climber’s kit 25 cr 12 lb. A set of ropes, hooks, small hammers, and pitons
Casual 1 cr 3 lb. Everyday clothes
Formal 14 cr 6 lb. Fancy clothes for formal events
Rugged 3 cr 4 lb. Durable, all-weather garments. Reduces damage from weather by 1 point
Uniform 10 cr 7 lb. A military or police uniform
Work 2 cr 3 lb. Simple but durable indoor outfit
5-mile communicator 2 cr Handheld device for audio and possibly video communications
Planetary communicator 15 cr 2 lb. Equipment for communications anywhere on the planet/moon
Computer 25 cr 2 lb. A data input and processing device appropriate to the setting (data slate, laptop, arm band, etc.)
Electric lantern 1 cr 2 lb. Provides daylight level vision at up to 100 feet
First aid kit 5 cr 3 lb. Simple medical supplies for stabilizing and simple healing (as per a healing kit)
Goggles 3 cr 1 lb. Provides advantage on saves to avoid being blinded
Handcuffs 2 cr 1 lb. May be used to restrain a grappled foe, DC 20 to escape
Life support mask 5 cr 2 lb. Provides breathable air for 20 minutes. May also filter toxins.
Medpack 50 cr 1/2 lb. One-use pack healing 2d4+2 HP on a living creature touched.
Mess kit .2 cr 1 lb. Simple kit for eating food in the field
Procedures book 50 cr 2 lb. An advanced data management system used by Geniuses to document gambit procedures
Rations (1 day) .5 cr 2 lb. Freeze-dried and preserved food, common for spaceflights
Security case 5 cr 3 lb. Briefcase or other carried container, secured with a DC 20 lock
Survival tent 5 cr 10 lb. 4-person deployable tent, providing shelter from most extreme weather
Tool Name Cost Weight Description
Chemicals 25 cr 4 lb. Various compounds and instruments for use in dangerous gambits.
Disguise kit 25 cr 3 lb. Cosmetics and dyes used for changing appearance
Gambling set 3 cr 1 lb. Cards and dice needed for playing games of skill and chance. May also include other pieces depending on the game and setting.
Explosives 50 cr 10 lb. Basic kit for setting explosives gambits.
Medical tools 35 cr 4 lb. Advanced medical tools for use in Medical school gambits; includes a first aid kit
Musical instrument 25 cr 8 lb. An electronic or analog tool for creating music.
Repair tools 20 cr 10 lb. Tools and devices needed to conduct repairs on most machines; heals machines just as a standard healing kit would a creature
Science tools 25 cr 2.5 lb. Sensors and energy producing devices, providing detailed scientific data for a 20 mile radius
Security tools 50 cr 5 lb. Physical and electronic tools used for breaking through security terminals and overriding computer defenses
Survival kit 15 cr 3 lb. Tools for navigation, tracking, and foraging in the wild
Transport Name Cost Description  
Interplanetary 500 cr Transit between worlds/moons in the same star system
Interstellar 5,000 + cr Flight between worlds anywhere in the galaxy
Planetary 1-50 cr Travel between points on the same world Packs
Criminal’s pack 25 cr Includes a backpack, a canteen, a disguise kit, an electric lantern, and 5 days rations.
Diplomat’s pack 25 cr Includes a security case, a set of formal clothes, a computer, and a chronometer.
Military pack 25 cr Includes a backpack, a bandoleer, a bedroll, binoculars, a canteen, a chronometer, a first aid kit, a mess kit, 10 days rations, a gambling set, a uniform, and a set of rugged clothes.
Scavenger’s pack 25 cr Includes a backpack, a canteen, an electric lantern, repair tools, a survival tent, a set of rugged clothes, and 5 days rations.
Scholar’s pack 30 cr Includes a security case, a chronometer, a computer, and science tools.
Spacer’s pack 15 cr Includes a backpack, a chronometer, a gambling set, handcuffs, a life support mask, a survival tent, a set of work clothes, and 5 days rations.


Superscience is the Hypertech version of magic. It’s science and technology so advanced that it’s relatively hard to come by and represents a significant boost to the power and versatility of a user.

Detecting the full abilities of a Superscience item requires a science or other relevant skill roll against DC 15. For example, a Stasis Capsule could be identified with a science or medicine roll. In general, activating Superscience devices works the same as with magical items: a character aims the item, pushes a few buttons, and hopes for the best.

Attunement still exists in Hypertech, though it is less mystical. A character bonds with an item that requires attunement by customizing it and becoming fully enmeshed with its form and function. The character has made the treasure one of a handful of reflexive, personal items in their inventory.

Some of the items in this section will no doubt go against the technological feel of your galaxy. GMs should feel free to edit these out or change the nature of their science for your game.


The armors listed here may each have an armor category (light, medium, heavy). The GM selects the base armor when designing the piece of Superscience treasure.

2D Armor

Armor (light), very rare (requires attunement)

While wearing this armor, you gain a +2 bonus to AC. As an action you may become two dimensional for so long as you concentrate, granting you resistance to bludgeoning and slashing damage for the duration. While in the 2D state, you may move through cracks in walls and other surfaces as though you were intangible.

All-Weather Armor

Armor (medium), uncommon

While wearing this armor, you gain a +1 bonus to AC and have resistance to cold and fire damage caused by weather.

Baffled Armor

Armor (light or medium), rare

While wearing this armor, you gain a +2 bonus to AC, suffer no penalty on stealth rolls due to armor, and have resistance to thunder damage.

Biological Armor

Armor (medium or heavy), very rare (requires attunement)

Armor made of hard flesh and chitinous plates. While wearing this armor, you gain a +3 bonus to AC and you have resistance to one damage type of your choice (other than necrotic) upon attunement.

However, you become vulnerable to necrotic damage.

This armor cannot be taken off once attuned. It is now a part of you.

Ceremonial Armor

Armor (battle armor), uncommon

Ornate armor, designed for honor guards, knights, and martial members of the peerage. While wearing this armor, you gain a +1 bonus to AC and are proficient in Charisma saves. It provides advantage on Charisma skill checks against members of the culture for which the armor was designed.

Desperado Armor

Armor (medium), uncommon (requires attunement)

A cross between a protective duster and a medium suit of armor.

While wearing this armor, you gain a +1 bonus to AC and gain the normal benefits of wearing a duster (advantage on rolls to hide weapons on your person).

Dissipation Armor

Armor (medium or heavy), rare

Ceramic plated armor, allowing heat to dissipate harmlessly.

While wearing this armor, you gain a +2 bonus to AC and have resistance to fire damage.

Grounded Armor

Armor (medium or heavy), rare

Armor covered in glowing electronic circuits. While wearing this armor, you gain a +2 bonus to AC, and have resistance to lightning damage.

Industrial Armor

Armor (powered armor), rare (requires attunement)

Powered armor so bulky that your size category becomes large when wearing it. While wearing this armor, you gain a +2 bonus to AC and an additional +2 bonus to Strength (in addition to the normal bonus powered armor provides).

Light-Bending Armor

Armor (catsuit), very rare (requires attunement)

While wearing this armor, you gain a +3 bonus to AC and may spend your action to become invisible for one round.

Lined Armor

Armor (medium or heavy), rare

While wearing this armor, you gain a +2 bonus to AC and are immune to radiation damage.

Phase Armor

Armor (any), very rare

While wearing this armor, you gain a +3 bonus to AC. It also causes you to exist partially out of phase with reality. This halves all of the bludgeoning, piercing, and slashing damage you do, but also grants you resistance to those damage types.

Reactive Armor

Armor (medium or heavy), rare

While wearing this armor, you gain a +2 bonus to AC. Whenever you are attacked by a ranged weapon, you gain an additional +2 bonus to AC as your armor sends out an explosion to block the incoming projectile or energy. This explosion is quite loud and may alert additional enemies.

Rocket Armor

Armor (medium or heavy), uncommon

While wearing this armor, you gain a +1 bonus to AC and gain a fly speed of 30 feet.

Tool-Covered Armor

Armor (light), uncommon

A harnessed suit of armor covered in all manner of tools, which provide additional protection. While wearing this armor, you gain a +1 bonus to AC and have access to all mundane tool sets.


The following cybernetic augmentations and replacements can be installed via surgery, requiring a Medicine skill roll against DC 20. Failure deals 1d6 necrotic damage to the patient. The surgeon may try again, an unlimited number of times or until the patient expires. Each roll takes 1 hour of surgery.

Advanced Eye Replacement

Cybernetics, uncommon (requires attunement)

You gain darkvision 60 feet and have advanced heat sensing abilities.

This grants you advantage on Survival tracking rolls, Insight rolls involving emotion, and Perception checks when temperature is a factor.

Cyber Interface

Cybernetics, uncommon (requires attunement)

You may plug directly into nearly any electronic device. Your interface with electronics is quite natural, requiring no knowledge of computers. You may use Charisma skill checks to accomplish any normal computer task when plugged in this way. You are susceptible to computer viruses, which deal necrotic damage to you.

Rocket Legs

Cybernetics, rare (requires attunement)

A pair of legs with rocketry in the soles of your feet, granting you a fly speed of 20 feet and adding 5 feet to your ground speed.

Self-Healing Chassis

Cybernetics, very rare (requires attunement)

A complete overhaul of your upper body, granting you a regeneration rate of 1 HP per round but making you vulnerable to lightning damage.

Weapon Arm

Cybernetics, rare (requires attunement)

A replacement arm, containing a chronometer, planetary communicator, and two mundane weapons (usually one melee and one ranged). The hidden weapons pop out and retract whenever you wish, allowing them to be easily hidden or drawn for battle.


All of the following grenades are single-use items. They destroy themselves or become depleted upon use.

Adhesive Grenade

Grenade, uncommon

Can be thrown up to 60 feet away, creating a 10-foot diameter blast of sticky liquid. All creatures within this area become restrained until they succeed in a DC 15 Strength save. The area becomes difficult terrain until a solvent can be applied.

Cryonic Grenade

Grenade, rare

Can be thrown up to 60 feet away, creating a 10-foot diameter blast of cold that freezes everything it touches. All creatures within this area must make a Dexterity save against a DC of 15.

Those who fail take 4d6 cold damage and become petrified until they can be restored to full Hit Points through medicine. Those who succeed take 2d5 cold damage. The area becomes difficult terrain for 1 hour.

Fragmentation Grenade

Grenade, uncommon

Can be thrown up to 60 feet away, creating a 10-foot diameter blast of concussive force and shrapnel. All creatures within this area must make a Dexterity save against a DC of 15. Those who fail take 2d6 thunder damage, 1d6 slashing damage, are pushed out of the blast area, and are knocked prone. Those who succeed only take 1d6 thunder damage.

Gravity Grenade

Grenade, very rare

Can be thrown up to 100 feet away, creating a 30-foot diameter gravity well. All creatures within this area must make a Strength save against a DC of 20. Those who fail the save take 6d6 force damage, are knocked prone, and are sucked 15 feet towards the center of the blast. Those pulled to the very center of the blast take an additional 3d6 fire damage from friction or interaction with the tiny event horizon (whatever works best for the setting).

Those who succeed in the save take 3d6 force damage.

Jolt Grenade

Grenade, uncommon

Can be thrown up to 60 feet away, creating a 20-foot diameter blast of electricity. All creatures within this area must make a Dexterity save against a DC of 15. Those who fail take 3d6 lightning damage. Those who succeed only take 1d6 lightning damage.

Stun Grenade

Grenade, uncommon

Can be thrown up to 60 feet away, creating a 10-foot diameter blast of light and sound. All creatures within this area must succeed in a Constitution save against a DC of 15 or become blinded and deafened for 1 minute.

Temporal Grenade

Grenade, very rare

Can be thrown up to 60 feet away, creating a 10-foot diameter distortion of slowed time that lasts for 10 minutes. All creatures within this area lose their bonus action and reaction each turn that they remain within the affected area, and suffer disadvantage on all rolls. The area counts as difficult terrain until the effect ends.


Ammo Harness

Wondrous Item, rare

A heavy backpack (15 lb.) containing a large supply of ammunition or a power generator. The harness connects to a ranged weapon by a cable or ammo feed, giving that weapon unlimited ammunition.

Augmented Reality Headset

Wondrous Item, rare (requires attunement)

A headset that connects to most computers, overlaying data relevant to what you are viewing. You gain vastly more detailed information on successful Insight, Investigation, and Perception rolls, as though you had succeeded on a DC 10 points higher. You also have advantage on all skill checks relating to computers.

Grappling Belt

Wondrous Item, common

A belt containing a climber’s kit, as well as a launching/retractable grappling hook and cable, granting you a fly speed of 10 ft. if moving within 10 feet of a wall at all times.

Gravity Boots

Wondrous Item, rare

A pair of boots that when activated allow you to walk on walls, ceilings, and other surfaces with your full movement speed.

Gravity Gloves

Wondrous Item, rare

A pair of gloves that allow you, as an action, to project a gravitational field at a target within 60 feet. Targets your own size or smaller must succeed in a Strength save against DC 15 or be either pulled 30 feet towards you or pushed 30 feet away from you (your choice which). As a bonus action these gloves may be used to grab a handheld item, such as a weapon, at a distance of up to 30 feet away.

Holographic Mask

Wondrous Item, rare (requires attunement)

A mask that grants you the ability to take on the face of any person you have seen before. The face must be pre-programmed into the mask, requiring 10 minutes of programming. The DC of rolls attempting to penetrate this disguise is 20, though it may be modified if your body or voice would give you away. A very rare version of this mask also exists, which mimics the voice and body of the impersonation target as well.

Med Packs

Potion, rarity varies

Simple one-use stimulant injectors and flesh sprays that provide healing for living creatures.

Med Pack of… Rarity HP Regained
Healing Common 2d4+2
Greater healing Uncommon 4d4+4
Superior healing Rare 8d4+8
Supreme healing Very rare 10d4+20

Personal Shield Belt

Wondrous Item, rare (requires attunement)

Provides you with a +2 bonus to AC when worn. The energy field this belt creates may be visible (GM’s discretion) and some gambits may allow adversaries to ignore the AC bonus.

Stasis Capsule

Wondrous Item, very rare

A bed-shaped container designed for long-term sleep or stasis until better medical help can be provided. Once activated, a character inside becomes petrified until a designated time or until the machine is deactivated from the outside. During stasis, the character stops dying, bleeding, or suffering the effects of any progressive diseases. However, stasis does not count as rest and HP are not regained.

Characters emerging from stasis after being inside for more than a day are blinded for 1d6 hours.

Survival Pod

Wondrous Item, common

A deployable domed tent which can hold up to 6 medium sized creatures comfortably. While inside, characters are safe from most harsh conditions including the vacuum of space, bad weather, ambient radiation, and attacking animals too dumb to work the door controls.


Disintegration Blaster

Weapon (pistol), rare (requires attunement)

You gain a +1 bonus to attack rolls made with this Superscience weapon. On hit, this weapon deals an additional 2d6 necrotic damage as pieces of the target are obliterated.

Drone Shotgun

Weapon (shotgun), rare (requires attunement)

You gain a +2 bonus to attack and damage rolls made with this Superscience weapon, as a swarm of insect-sized robotic drones are released and attack the target with tiny lasers. Attacks with the Drone Shotgun against a target that has been hit with this weapon in the last ten minutes are made with advantage.

Grenade Launcher

Weapon (rifle), rare (requires attunement)

When you attack using grenades, the maximum distance you may strike with them increases to 500 feet away. A variant of this weapon may be affixed to most rifles. Those rifles then become attuned.

Lust Gun

Weapon (pistol), very rare (requires attunement)

You gain a +3 bonus to attack and damage rolls made with this Superscience weapon, which deals psychic damage rather than the usual fire damage. Living creatures hit must succeed in a DC 20 Charisma save or become charmed by the first creature they see in the next three rounds. This charm effect lasts for 1 hour, during which time the creature is lustful towards the creature they are charmed by.

Mutation Ray

Weapon (pistol), very rare (requires attunement)

You gain a +2 bonus to attack and damage rolls made with this Superscience weapon, which deals radiation damage rather than the usual fire damage. Living creatures hit must succeed in a DC 20 Constitution save or gain one of the following mutations, permanently:

d10 Mutation
1 Feathers, fur, or scales covering body
2 Gills on neck (can now breathe underwater)
3 Lose all body hair
4 One extra eye, ear, or nose
5 One extra hand or foot
6 Strange posture and movements (hunched, twitching, etc.)
7 Strangely colored skin
8 Twice as many teeth in mouth
9 Unusual eyes (totally black, swirling colors, etc.)
10 Unusual/offensive odor

Rainbow Rifle

Weapon (rifle), very rare (requires attunement)

You gain a +3 bonus to attack and damage rolls with this Superscience weapon. Each time the weapon is fired, its damage is determined randomly with a 1d8 roll: 1-fire, 2-cold, 3-lightning, 4-thunder, 5-acid, 6-radiation, 7-force, 8-psychic.

Reality Carver

Weapon (knife), very rare (requires attunement)

You gain a +2 bonus to attack and damage rolls made with this Superscience weapon. As an action, you may use this weapon to cut a hole in reality, leading to another point you designate within 60 feet. The hole lasts just for your turn, during which time you may pass through it and move to the designated end-point.

Recruit Rifle

Weapon (rifle), uncommon

You gain a +1 bonus to attack and damage rolls made with this Superscience weapon. Attack rolls with this weapon are made using Wisdom rather than Dexterity.

Sniper Rifle

Weapon (rifle), very rare (requires attunement)

You gain a +3 bonus to attack and damage rolls made with this Superscience weapon. Your attacks with this weapon do not suffer penalties or disadvantage from environmental conditions, such as bad weather or darkness. You ignore all cover lower than full cover on these attacks, and also ignore invisibility.

Sunspray Pistol

Weapon (pistol), very rare (requires attunement)

You gain a +3 bonus to attack rolls made with this Superscience weapon, as it teleports a blast of matter from the nearest star.

On hit, it deals an additional 3d6 fire damage and 2d6 radiation damage. On a natural ‘1’ on the attack roll, you are struck by the solar energy of this dangerous weapon and take 2d6 fire damage yourself.

This weapon has 10 charges. Expending a charge causes the weapon to deal double damage on its next successful attack or ‘1’ rolled. Re-charging the weapon requires 1,000 credits in repairs, per charge.

Tunneling Laser

Weapon (cannon), rare (requires attunement)

You gain a +2 bonus to attack and damage rolls made with this Superscience weapon. Upon hitting a wall or other obstacle less than 5 feet thick with an attack, the weapon can be activated to blast a 5 foot diameter hole, allowing passage through. This tunneling ability costs 5 shots of ammunition when used.

Vibration Blade

Weapon (any bladed melee), uncommon

You gain a +1 bonus to attack rolls made with this Superscience weapon, which deals an additional 1d6 thunder damage.

Section 15: Copyright Notice

HYPERLANES Developer Ryan Chaddock Copyright 2017 Scrivened, LLC