Dark Matter Revised - Weapons Test
Dark Matter Revised - Weapons Test
Dark Matter Revised - Weapons Test
BLASTERS - 2024
Nothing is more essential to Dark Matter than the cold steel of a blaster at your side. This sample
of the upcoming revision for Dark Matter poses a simple question: should blasters continue using
two dice for damage rolls (without adding an ability modifier) or should they be made more
consistent with other weapons and use one die for damage?
Each side has pros and cons, but the best way to evaluate is to judge for yourself. This document
contains every weapon in Dark Matter, updated for the 2024 5E rules, and designed twice. Judge
for yourself, and let us know which direction you prefer!
1
NEW MASTERY PROPERTIES Mounted
You can use a Bonus Action to mount or unmount
Each weapon has a mastery property, which is
this weapon from a fixed position. A damage value
usable only by a character who has a feature, such
in parentheses appears with this property. While
as Weapon Mastery, that unlocks the property for the
mounted, the weapon deals that damage when
character. The properties are defined below.
used to make a Ranged attack, and the weapon
Here are the new mastery properties included
can’t be moved.
in Dark Matter. You can the rest of the mastery
properties in the 5E core rules. Jolt
If you hit a creature with this weapon and deal
Automatic damage to it, the creature can’t make Opportunity
When you make an attack with this weapon, you can
Attacks until the start of its next turn.
choose to make two attacks instead. These attacks
are always made with Disadvantage, regardless of
circumstance. If this weapon has the Ammunition
Sighted
You don’t have Disadvantage on Ranged attacks using
property, these attacks use twice the normal amount
this weapon at long range. When you hit a creature
of ammunition.
with an attack using this weapon at long range, you
can reroll any of the damage dice and must use the
Bludgeon new roll.
You can treat this weapon as a Melee weapon with
the Finesse property. When you hit a creature with a
Melee attack using this weapon, it deals Bludgeoning
Scatter
Being within 5 feet of an enemy doesn’t impose
damage equal to 1d6 plus your Strength modifier,
Disadvantage on your Ranged attack rolls with
or 1d8 plus your Strength modifier if the weapon is
this weapon.
wielded in two hands.
Explode Overheat
If you hit a target with this weapon and deal damage
If you hit a creature with this weapon, you can choose
to it, you can overcharge the weapon. If you do so,
for the projectile to explode on impact in a 15-foot
the target takes extra damage of the weapon’s type
diameter sphere. When you attack with this weapon,
equal to your Proficiency Bonus. The weapon then
you can target an unoccupied space within this
overheats. An overheated weapon can’t be used again
weapon’s range. Each creature other than the target
to make an attack until the end of your next turn.
within the blast radius (for a Medium or smaller
target, each creature within 5 feet of it) must make a
Dexterity saving throw (DC 8 plus the ability modifier
you used to make the attack roll and your Proficiency
Bonus). On a failure, a creature takes half the Fire
damage rolled, or no damage on a successful save.
2
THE 'VERSE
3
Blasters (1-Die Version)
Name Damage Properties Mastery
Simple Blasters
Antimatter Pistol 1d4 Necrotic Blaster (Range 20/80), Light, Recoil Vex
Avia-Ra Sunstaff 1d6 Radiant Blaster (Range 80/320), Two-Handed Bludgeon
Bolt Caster 1d8 Force Blaster (Range 80/320), Cooldown, Two-Handed Slow
Ion Cannon 1d8 Radiant Blaster (Range 20/60), Recoil, Two-Handed Scatter
Phaser 1d4 Lightning Blaster (Range 30/120) Jolt
Standard Carbine 1d6 Radiant Blaster (Range 80/320), Two-Handed Automatic
Martial Blasters
Antimatter Carbine 1d8 Necrotic Blaster (Range 80/320), Two-Handed Automatic
Blitz Cannon 1d10 Radiant Blaster (Range 20/60), Recoil, Two-Handed Scatter
Concussion Rifle 1d8 Force Blaster (Range 100/400), Heavy, Two-Handed Sighted
Dueling Laser 1d6 Radiant Blaster (Range 30/120), Cooldown, Light Slow
Magnus 1d8 Radiant Blaster (Range 30/120), Cooldown Overheat
Plasma Launcher 1d10 Fire Blaster (Range 80/320), Cooldown, Two-Handed Explode
REC Gun 1d8 Radiant Blaster (Range 100/400), Heavy, Two-Handed Mounted (1d10)
Repeater 1d6 Radiant Blaster (Range 60/240) Vex
Swarm Pistol 1d4 Radiant Blaster (Range 20/80), Light Automatic
Pros
4
THE 'VERSE
Pros