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Modern Weapons

Sidearms take up no space, but only one can be equipped at a time “Light” weapons perform like normal weapons and abilities and have 1 weight, meaning 2 total can be carried “Heavy” Weapons take up 2 slots, meaning only one can be carried, and they require half movement to set up, might have a minimum range, but deal more damage. For each additional strength modifier above +3, a player can add an additional eight unit up to a total of 4 at 20 (+5) STR “Stationary” weapons require transportation to move over long distances, using something like a horse, car, train, etc., and can only be moved slowly, and with 2 people per turn once in combat. However do the most damage and offer protection Stationary weapons take up 2 slots Stationary weapons require 2 people to use, though only one of them needs to have a special weapons proficiency Stationary weapons are difficult to move, and take up a lot of slots, but have the highest damage and often feature AC buffs Stationary weapons have their own health pool. Both missed and intentional attacks against the weapon will deplete its health  

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


  • Colt 1911
  • Glock 19
  • H&K USP45
  • FN P45
  • SIG M17 (US Army sidearm)
  • H&K SFP9 (JSDF sidearm)

  • Type Damage Damage Range
    Simple Ranged 1d6+dex Piercing 80/320


    Hand Cannon (Sidearm)

    Firearm

    Rare

    +1 to hit

    Sidearm - 0 Weight

    Examples


  • Desert Eagle
  • 44 Magnum
  • Thompson Contender

  • Type Damage Damage Range
    Martial Ranged 1d8+dex Piercing 80/320


       

    Light Arms

    Assault Rifle (Light)

    Firearm

    Varies

    Light - 1 weight

    Examples


  • M4 Carbine
  • Styer AUG
  • H&K 416
  • AK47
  • Tavor 21
  • H&K G36
  • FN F2000
  • Howa Type 89 (Previous JSDF rifle)
  • Howa Type 20 (Current JSDF rifle)

  • 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


  • SCAR-H
  • M14 EBR
  • H&K 417

  • 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


  • R700
  • M40
  • Dragunov
  • Cheytac Intervention
  • MK21
  • MK22
  • L115

  • Type Damage Damage Range
    Martial Ranged 1d10+dex Piercing 500/2000


    Submachine Gun (Light)

    Firearm

    Varies

    Light - 1 weight

    Requires Special Weapon Proficiency

    Examples


  • H&K MP5
  • FN P90
  • Scorpion EVO
  • Kriss Vector
  • H&K UMP45
  • AK74U

  • 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


  • Remington 870
  • Mossberg 500
  • Saiga 12
  • Beretta M4
  • AA-12

  • 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


  • Barrett 50 cal.
  • AX50
  • Desert Tech HTI
  • SV-18

  • 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


  • FN M20
  • M60
  • PKM
  • M250
  • M249
  • RPD

  • 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


  • RPG-7
  • AT4

  • Type Damage Damage Range
    Martial Ranged 6d6 Bludgeoning 150



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