Modern Weapons
Sidearms
Combat Knife (Sidearm)
Weapon
Varies
Can be used to attack as a bonus action
Sidearm - 0 Weight
| Type | Damage | Damage | Range |
|---|---|---|---|
| Simple Melee | 1d6+dex | Piercing | melee |
Pistol (Sidearm)
Firearm
Varies
Sidearm - 0 weight
Examples
| Type | Damage | Damage | Range |
|---|---|---|---|
| Simple Ranged | 1d6+dex | Piercing | 80/320 |
Hand Cannon (Sidearm)
Firearm
Rare
+1 to hit
Sidearm - 0 Weight
Examples
| Type | Damage | Damage | Range |
|---|---|---|---|
| Martial Ranged | 1d8+dex | Piercing | 80/320 |
Light Arms
Assault Rifle (Light)
Firearm
Varies
Light - 1 weight
Examples
| Type | Damage | Damage | Range |
|---|---|---|---|
| Martial Ranged | 1d8+dex | Piercing | 100/400 |
Battle Rifle (Light)
Firearm
Varies
+1 to hit
Light - 1 weight
Requires Special Weapon Proficiency
Examples
| Type | Damage | Damage | Range |
|---|---|---|---|
| Martial Ranged | 1d10+dex | Piercing | 150/600 |
Sniper Rifle (Light)
Firearm
Varies
+2 to hit
Light - 1 weight
Requires Special Weapon Proficiency
Disadvantage within 15 feet
While using this weapon, nat 19s also count as critical hits
Examples
| Type | Damage | Damage | Range |
|---|---|---|---|
| Martial Ranged | 1d10+dex | Piercing | 500/2000 |
Submachine Gun (Light)
Firearm
Varies
Light - 1 weight
Requires Special Weapon Proficiency
Examples
| Type | Damage | Damage | Range |
|---|---|---|---|
| Martial Ranged | 2d6+dex | Piercing | 50/200 |
Shotgun (Light)
Firearm
Varies
Light - 1 weight
Requires Special Weapon Proficiency
DC = 8+Dex+Proficiency DEX save, target takes half damage on a successful save
Knock-back: Any target of medium size or smaller the fails the save will be pushed 5 feet back and knocked prone
Examples
| Type | Damage | Damage | Range |
|---|---|---|---|
| Martial Ranged | 3D4 | Piercing | 15ft 45 degree cone |
(4) Fragmentation Grenade (Light)
Explosive
Varies
10ft radius
DC = 8+Dex+Proficiency DEX save, target takes half damage on a successful save
Can be used all at once to deal 4D8 piercing, 15ft radius, and deal double damage against constructs
| Type | Damage | Damage | Range |
|---|---|---|---|
| Simple Melee | 4d4 | Piercing | 30ft |
(4) Anti-Personnel Mine (Light)
Explosive
Varies
DC = 8+Dex+Proficiency DEX save, target takes half damage on a successful save, any target of medium size or smaller that fails the save will be knocked prone on a failure
5 foot radius
Activates if a creature goes over the square where the mine was placed
2 can be tossed as an action in any direction
Mines are clearly visible unless intentionally obscured. Whoever places the mines must make a survival check to hide them. Any attempt to find the mines will require a perception check to beat this survival check DC.
Mines have an AC of 10 and can be detonated with any attack. Mines are automatically detonated by save based attacks that hit them
Mines can be moved or thrown by any creature that chooses to do so after initial placement
| Type | Damage | Damage | Range |
|---|---|---|---|
| None | 4d8 | Piercing | 15ft |
(2) Anti-Tank Mine (Light)
Explosive
Varies
DC = 8+Dex+Proficiency DEX save, target takes half damage on a successful save, if the target fails it will be knocked prone (unless vehicle)
10ft radius Deals double damage against constructs
Only activates if creature or construct of large size or bigger goes over the square
Mines are clearly visible unless intentionally obscured. Whoever places the mines must make a survival check to hide them. Any attempt to find the mines will require a perception check to beat this survival check DC.
Mines have an AC of 10 and can be detonated with any attack dealing more than 20 damage at once. Mines are automatically detonated by save based attacks that hit them
Mines can be moved or thrown by any creature that chooses to do so after initial placement
Requires Special Weapons Proficiency
| Type | Damage | Damage | Range |
|---|---|---|---|
| None | 6d10 | Bludgeoning | 15ft |
Grenade Launcher (Light)
Explosive
Varies
DC = 8+Dex+Proficiency DEX save, target takes half damage on a successful save
5ft radius
Cannot fire so that the center of the attack is within 10 feet
| Type | Damage | Damage | Range |
|---|---|---|---|
| Martial Ranged | 2d6 | Piercing | 100ft |
(1) C4 Charge (Light)
Explosive
Varies
20ft Radius
DC = 8+Dex+Proficiency DEX save, target takes half damage on a successful save
The satchel charge can be detonated remotely so long as the operator is within 300 feet of the charge with the detonator switch
The satchel charge itself must be deployed using an action, but can be detonated using a bonus action
Deals double damage to constructs, and levels any structures or objects within its blast radius to scraps and rubble
Requires special weapons proficiency
| Type | Damage | Damage | Range |
|---|---|---|---|
| Martial Ranged | 8d10 | Bludgeoning | 30ft |
Heavy Arms
Anti-Material Rifle (Heavy)
Firearm
Varies
+1 to hit
Disadvantage within 20 feet
Knock-back: On a hit any target of medium size or smaller must make DC = Dex+Proficiency CON save or be knocked prone
Double damage against constructs
Is able to pierce through 5 feet worth of any non-metal material, and 1 foot of any metal material
Requires Special Weapons Proficiency
Examples
| Type | Damage | Damage | Range |
|---|---|---|---|
| Martial Ranged | 2d8+dex | Piercing | 200/800 |
Light Machine Gun (Heavy)
Firearm
Varies
DC = 8+Dex+Proficiency DEX save, target takes half damage on a successful save
Uses half of movement to set up or pack up
Requires special weapons proficiency
Examples
| Type | Damage | Damage | Range |
|---|---|---|---|
| Martial Ranged | 3d8 | Piercing | 100ft line |
Flamethrower (Heavy)
Weapon
Varies
DC = 8+Dex+Proficiency DEX save, target takes half damage on a successful save
The flamethrower has 2 uses before the tank becomes empty
If the user is hit with a critical hit, or fails a save from a fire based attack the fuel tank will explode in a 15ft radius, and require a DC = Dex+Proficiency DEX save, and take the same damage as normal use of the weapon. This will not occur if the tank is empty
Requires special weapons proficiency
| Type | Damage | Damage | Range |
|---|---|---|---|
| Martial Ranged | 8d6 | None | 30ft 45 degree cone |
Infantry Mortar (Heavy)
Explosive
Varies
DC = 8+Dex+Proficiency DEX save, target takes half damage on a successful save
10ft radius Cannot fire so that the center of the attack is within 20 feet
Uses half of movement to set up or pack up
Requires special weapons proficiency
| Type | Damage | Damage | Range |
|---|---|---|---|
| Martial Ranged | 4d6 | Piercing | 200 feet |
(4) Rocket Launcher (Heavy)
Explosive
Varies
DC = 8+Dex+Proficiency DEX save, target takes half damage on a successful save
10ft radius
Requires special weapons proficiency
Examples
| Type | Damage | Damage | Range |
|---|---|---|---|
| Martial Ranged | 6d6 | Bludgeoning | 150 |
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