5.2. Armas

Rules • DnD 5e

Arma

As Home develops, Armas are starting to get into the hands of the common folk. While still expensive, the power they bring is valuable for someone who is not trained with any weapons. From handguns to firebreather, there is an arma for everyone.

Arma Properties

Armas are a more complex weapon when compared to your traditional sword and bows. The following are a list of properties that only applies to Armas. The DC for any saving throws is 8 + Dexterity or Strength modifier (whichever is higher) + Proficiency modifier (if proficient in the weapon)

Charge X. Each time an object with the Charge property is used, consume X charge from a loaded RUST Cartridge. If there is not enough charge remaining, a shot can still be made with an arma but the attack is made with disadvantage, saving throws are made with advantage and damage is halved. In addition, objects with the Charge property can be overcharged by spending a number of charge equal to twice the X value for additional benefits. For arma, the attack made will ignore resistances. However, if a Natural 1 is rolled on an attack, the arma cannot be used for the next minute or until it takes any cold damage.

Long Range. Armas with this property will have disadvantage when firing at a target within 30ft that has movement speed.

Spread X. Armas with this property are not made to fire at range. Instead, they spread out the dust in a small conical area right in front of the wielder. Instead of making an attack roll, all creatures within an Xft cone from a point within range must make a Dexterity saving throw or take damage. No damage is taken on a success.

Beam X. Armas with this property do not condense their dust. Instead, they fire a beam of energy forward. Instead of making an attack roll, all creatures within in a Xft straight line from a point within range must make a Dexterity saving throw or take damage. No damage is taken on a success.

Explosive X. Armas with this property encases activated RUST in a fragile shell to delay the eruption. On contact, the plastic container breaks dealing and explodes. Instead of making an attack roll, all creatures within in an Xft radius from a point within range must make a Dexterity saving throw or take damage. No damage is taken on a success.

Armas

Name Cost (SGP) Damage Weight (lbs) Charge Range Properties
Shortarms
Handguns 100 2d8 prc 2 2 80/300
Palm Pistol 200 1d12 prc 4 5 80/300 Light
Longarms
Marksman Rifle 1000 6d8 prc 11 20 200/800 Two-handed. Heavy. Long Range
Thunder Launcher 1200 2d12 blu 12 15 30 Two-handed. Heavy. Explosive 10
Fire Breather 1200 2d12 blu 4 15 0 Fixed. Spread 15
Radiance Rifle 1200 3d8 blu 23 15 0 Two-handed. Heavy. Beam 60

Melee Armas

In addition to ranged armas, people have attached the arma system on melee weapons like mauls and swords. This allows them to take advantage of the effects of a Arma Infusions on a melee attack. This meant even adept melee fighters can take advantage of fires, poison etc.

Using the modification system, you can transform a weapon into an arma with Charge 3. Like a ranged arma, you can spend an action to load a fresh cartridge.

Do keep in mind that standard RUST cartridge does not have additional effect thus, is useless when used on a melee arma. However, if a crossbow or bow is modded with an arma system, they may choose to expend a reload charge from a standard RUST cartridge to perform an attack without using an arrow or bolt.

5.2. Armas

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5.2. Armas

Rules • DnD 5e

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