d20 Modern Conversion: Explosives, Modifications and Accessories

by Dylan Richards

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Explosives

Explosives are often used for fun and profit. Able to deal devastating amounts of damage to a large group or object, explosives are fearsome devices. When purchasing an explosive, you can choose to buy it in grenade, planted, or rocket form. When purchasing an explosive in rocket form increase its Value by 1. Grenades and planted explosives weigh 1 lb., whereas rockets weigh 5 lb.

Grenades

When throwing a grenade, treat it as a martial ranged weapon (range 20/60). Grenades can also be used as ammunition for a grenade launcher or handheld launcher. If a grenade requires a saving throw, the DC is equal to 8 + your Dexterity modifier + your proficiency bonus (only add your proficiency bonus if you are proficient in grenades or whatever launcher you are using). Grenades which disperse a poison use the poison's saving throw. An example of this is the tear gas grenade.

Planted Explosives

Planted explosives function similarly to grenades, but they are not used as weapons. Rather, they are placed at a location and detonate when they are activated. Planted explosives can be activated in a variety of ways, determined by the type of detonator used. Planting an explosive (including linking a detonator) is an action, and you can plant it within 5 feet of your current position. If a planted explosive requires a saving throw, the DC is equal to 8 + your Dexterity modifier + your proficiency bonus (only add your proficiency bonus if you are proficient with a Demolition Kit). Planted explosives which disperse a poison use the poison's saving throw.

Rockets

Rockets are used as ammunition for a rocket launcher. If a rocket requires a saving throw, the DC is equal to 8 + your Dexterity modifier + your proficiency bonus (only add your proficiency bonus if you are proficient in rocket launchers). Rockets which disperse a poison use the poison's saving throw.

Explosives
Explosive Value
Det Cord (50 feet) 10
Dynamite (12) 13
Firecracker (12) 5
Flashbang (6) 12
Fragmentation (6) 18
Incendiary (6) 19
Plastic Explosive (4) 15
Pulse (6) 20
Smoke (6) 10
Tear Gas (6) 14
Thermite (6) 20
White Phosphorous (6) 18

Det Cord

Det cord is an explosive in a ropelike form, and can only be purchased in a planted explosive form. Technically, det cord doesn’t explode — but it burns so fast that it might as well be exploding. Normally used to string multiple explosive charges together for simultaneous detonation, det cord can also be looped around a tree or post to cut it neatly in half.

A length of det cord can be spread out to pass through up to ten 5-foot squares. When you use your action to plant det cord, you can continue to plant it as you move.

When it is activated, any creature within the det cord's area must make a Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much damage on a successful one. It can also be doubled up; for each additional 5 feet of cord within a single 5-foot square, increase the damage by 1d6 (to a maximum of 6d6).

Dynamite

The simplest of explosives, these deal damage through the concussive force of their explosion. When activated, each creature within 5 feet of the explosive must make a Dexterity saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one.

A character can bind dynamite charges together so they explode at the same time. Each additional stick increases the damage by 1d6 (to a maximum of 10d6) and the burst radius by 5 feet (to a maximum of 20 feet).

Firecracker

More of a toy than a serious tool, these weak explosives are often used at cultural celebrations, or occasionally for pranks. When it is activated, any creature within the explosive's area must make a Dexterity saving throw, taking 1d4 thunder damage on a failed save, or half as much damage on a successful one.

A character can bind multiple firecrackers together so that they explode sequentially. When they do so, activate the explosive on the same initiative count it was first activated on subsequent rounds, for a number of rounds equal to the amount of firecrackers added.

Flashbang

A flashbang is a non-lethal explosive device used to temporarily disorient an enemy's senses. It is designed to produce a blinding flash of light and an intensely loud "bang" without causing permanent injury. When activated, each creature within 20 feet of the point must make a Dexterity saving throw or be blinded and deafened until the end of their next turn.

Fragmentation

These explosives are designed to disperse small lethal fragments. When activated, each creature within 20 feet of the explosive must make a Dexterity saving throw, taking 5d6 piercing damage on a failed save, or half as much damage on a successful one.

Incendiary

These explosives create a large fireball when they explode. When activated, each creature within 10 feet of the explosive must make a Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one.

Randomised Location Rules

If a character misses with a grenade explosive, usually the GM will just decide where the resulting explosion occurs. If you instead want to determine where the explosion occurs randomly, the following rules can be used.

First, roll a d8. The result determines the direction from the intended target.

d8 Direction
1 North
2 North-East
3 East
4 South-East
5 South
6 South-West
7 West
8 North-West

Once the direction is determined, roll 1d4 if the target is within the normal range of the attack, or 2d4 if the target is within the long range, and multiply the result by 5. The result is the number of feet in the determined direction that the explosion occurs.

Plastic Explosive

Plastic explosive is a soft and hand-moldable solid form of explosive material. Plastic explosives are especially suited for explosive demolition of obstacles and fortifications by engineers, combat engineers and criminals. When activated, each creature within 10 feet of the explosive must make a Dexterity saving throw, taking 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. It deals double damage against objects and structures.

You can combine units of plastic explosive so they explode at the same time. Each additional pound of plastic explosive increases the damage by 2d6 (to a maximum of 14d6) and the burst radius by 5 feet (to a maximum of 30 feet). Additionally, when planting plastic explosive, you can choose to change the burst area to a cone-shaped explosion (you must determine the area affected by the explosive when you plant it).

Pulse

These high-tech explosives crackle with electrical energy. When activated, each creature within 10 feet of the explosive must make a Dexterity saving throw, taking 4d6 lightning damage on a failed save, or half as much damage on a successful one.

Smoke

Smoke explosives are used as ground-to-ground or ground-to-air signaling devices, target or landing zone marking devices, and to create a smoke-screen for concealment. When buying a smoke explosive you can also select the color of the smoke. When activated, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. It disperses after 1 minute, though a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

Tear Gas

Military and police forces use these weapons to disperse crowds and smoke out hostage takers. When activated, this explosive emits a cloud of tear gas that creates a lightly obscured area in a 20-foot radius. It disperses after 1 minute, though a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When the cloud appears, any creature inside its area is subjected to tear gas poison. A creature is also subjected to tear gas poison when it enters the cloud for the first time on a turn or ends its turn there.

Tear Gas (Inhaled)

A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or be blinded and incapacitated for 1 minute. At the end of each of its turns, the creature can make another Constitution saving throw. On a success, the effect ends on the target.

Thermite

Thermite does not technically explode. Instead, it creates intense heat meant to burn or melt through objects. Military forces use thermite to quickly destroy key pieces of equipment.

When activated, the thermite begins burning intensely for 1 minute, casting bright light in a 15-foot radius and dim light for an additional 30 feet. When it begins burning, any creature inside its area must make a Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the thermite's area for the first time on a turn or ends its turn there.

White Phosphorous

White phosphorus devices use an explosive charge to distribute burning phosphorus across the burst radius. When activated, this explosive emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. It disperses after 1 minute, though a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

When the cloud appears, any creature inside its area must make a DC 15 Constitution saving throw, taking 2d6 fire damage on a failed save, or half as much damage on a successful one. A creature is also subjected to tear gas poison when it enters the cloud for the first time on a turn or ends its turn there. A creature must also make this saving throw when it enters the cloud's area for the first time on a turn or ends its turn there.

Explosive Weapons

A range of weapons are able to make use of explosives as their ammunition. Weapons with the Explosive property can be loaded with explosive ammunition. A handheld launcher or grenade launcher is loaded with grenades, while a rocket launcher is loaded with rockets. On a successful hit, the effects of the explosive are activated at the target's location. Inert ammunition for these weapons can be purchased, but they are usually only used for training or testing purposes.

Inert Ammunition
Ammunition Value Weight
Inert Grenade 4 1 lb.
Inert Rocket 5 5 lb.
Explosive Weapons
Weapon Value Damage Weight Properties
Simple Ranged Weapons
  Handheld Launcher 14 1d4 bludgeoning 3 lb. Ammunition (range 40/120), reload (1 internal), explosive
Martial Ranged Weapons
  Grenade Launcher 16 1d4 bludgeoning 7 lb. Ammunition (range 40/120), reload (8 internal), two-handed, explosive
  Rocket Launcher 18 1d6 bludgeoning 15 lb. Ammunition (range 150/600), reload (1 internal), heavy, two-handed, explosive














Detonators

When an explosive is planted, you can link a detonator to it as part of that action. Detonators are used to activate planted explosives.

Detonators
Ammunition Value Weight
Pressure Trigger 4 1/2 lb.
Proximity Trigger 9 1/2 lb.
Radio 8 1/2 lb.
Timed 4 1/2 lb.
Trip Wire 5 1/2 lb.
Wire (50 feet) 4 1/2 lb.
Wired 6 1/2 lb.

Pressure Trigger. A planted explosive with a pressure trigger will activate when a creature stands on it. A creature that is unaware of the explosive activates it when they enter the explosive's area.

Proximity Trigger. When your arm a planted explosive with a proximity trigger detonator, you can choose a radius up to 20 feet. The planted explosive is activated when a creature moves within that radius of the explosive.

Radio. This detonator can activate the planted explosive wirelessly from a long distance. As long as you are within 1,000 feet of the explosive, you can activate it as a bonus action. This detonator can be used to activate multiple explosives simultaneously, and you choose if an explosive does when you plant it with this detonator.

Timed. When planting the explosive with a timer, you must determine the number of rounds or minutes for the countdown, up to 10 minutes. When the countdown ends, the explosive is detonated.

Tripwire. The explosive is connected to a 20 feet trip wire, and when a creature passes through the wire, the explosive detonates. A creature can make DC 12 a Wisdom (Perception) check to detect the wire.

Wired Activator. This detonator can activate a planted explosive physically connected to it with wire. This detonator comes with 50 feet of wire.

Wire (50 feet.) Wire has an AC of 11 and 4 hit points, and can be burst with a DC 17 Strength check. If the wire is broken the signal fails. Wire can be repaired or attached to another wire with a DC 15 Intelligence check. Wire can be attached to a wired activator or to a planted explosive. An explosive is activated if any explosive connected to it is activated.














Modifications and Accessories

Modifications

Sometimes, people like to customise their weapons and armour to suit their personal tastes. Whether in the form of custom-ordered items or attachable modules, these modifications can provide a small edge when used right.

To add a modification to an item you own, you must first purchase it. The Value of a modifcation is often contingent on the specific item it is intended to modify or other factors.

Then, you must spend a small amount of time applying the module. This counts as light activity for the purposes of resting. At the end of the time period, you must make a skill check using tools specified by the modification (usually mechanical tools) to determine your success at applying the module. On a success, the modification is applied successfully. On a failure, the modification is not applied to the item. On a critical failure, the modification is damaged beyond repair. You can decide to spend additional care and time applying a module. If you spend a number of hours applying a module, you gain a bonus to the skill check equal to the number of hours multiplied by 2, up to a maximum of +10.

Removing an applied modification is done in the same manner to applying a modification, but the DC for the check is reduced by 5. On a success, the modification is removed successfully. On a failure, the modification is not successfully removed from the item. On a critical failure, the modification is damaged beyond repair.

Modifications usually have restrictions placed on them that limit the types of items the modification can be applied to. Weapons and armour can only have one the same modification applied at any one time, unless otherwise specified.

Armour Modifications

Abative Lining

The armour no longer imposes disadvantage on stealth checks when worn.

Restrictions. Armour must impose disadvantage on stealth checks when worn.

Additional Plating

The AC granted by this armour is increased by 1, and the weight of the armour is increased by 5 lb.

This modification can be applied to a suit of armour a maximum of 3 times.

Restrictions. Armour must not have the Ultralight. modification. Armour must not be concealable.

Armour Modifications
Modification Value Modify DC Tools
Abative Lining 12 12 Tailor's Tools
Additional Plating 14 12 Mechanical Tools
Spiked 10 12 Mechanical Tools
Integrated Equipment Variable 16 Mechanical Tools
Integrated Weapon Variable 18 Mechanical Tools
Ultralight 8 14 Variable
Spiked

While wearing this armour, you can melee attacks with your armour spikes. The spikes are a simple melee weapon which deals 1d4 piercing damage. Additionally, while you are grappling a creature, that creature takes 1d4 piercing damage at the start of each of their turns.

Restrictions. None

Ultralight

The AC granted by this armour is reduced by 1. The weight of the armour is halved (round up), and if the armour has a Strength requirement it is reduced by 2.

Tools. For light armour, Tailor's Tools. For medium and heavy armour, Mechanical Tools.

Restrictions. Armour must not have the Additional Plating. modification.

Integrated Equipment

Choose a piece of equipment that could reasonably be integrated into the suit (such as a gas mask, night vision goggles, or flashlight). That equipment is integrated into the base armor and can be used at any time, hands free. This kit includes the equipment to be installed, which cannot be used in its uninstalled form.

This modification can be applied to a suit of armour a maximum of 3 times.

Restrictions. Medium or heavy armour only.

Value. Value of chosen equipment + 1

Integrated Weapon

Choose a one-handed weapon. That weapon is integrated into the base armor and can be used at any time, hands free. This kit includes the weapon to be installed, which cannot be used in its uninstalled form.

This modification can be applied to a suit of armour a maximum of 2 times.

Restrictions. Medium or heavy armour only.

Value. Value of chosen weapon + 2

Additional Plating Damage Reduction

If you are using the optional Damage Reduction rule, the Additional Plating modification also increases the damage reduction of this armour against bludgeoning, piercing, and slashing damage by 3.

Weapon Modifications

Auto Mechanism

The weapon gains the Spray property and the damage it deals is increased by 1 die of the weapon's original damage die type. If the weapon doesn't have the Spread property, it also gains the Burst Fire property.

Restrictions. Weapon uses bullets as ammunition and must not have the Spray property

Alternate Weapon

Choose a one-handed weapon. The chosen weapon is integrated into the base weapon and is usable as long as the base weapon is being used. The weight of the base weapon is increased by half the weight of the alternate weapon. This kit includes the weapon to be installed, which cannot be used in its uninstalled form.

Restrictions. Weapon must not have the Alternate Weapon. modification

Value. Value of chosen weapon + 2

Box Compatible

The weapon loses the Reload (1 internal) property, and gains the Reload (4 box) property.

Restrictions. Weapon has the Reload (1 internal) property.

Collapsible

The weapon is easily broken down into several components quickly. The weapon can be collapsed or constructed as an action. The weapon must be fully constructed to be used. In its collapsed state, a weapon is not easily identified; a DC 20 Intelligence (Investigation) check is required to identify a collapsed weapon.

Restrictions. None

Compact

The weight and ammunition capacity of the weapon is halved (round up). If the weapon is one handed it gains the Covert property, if doesn't already have it. The normal and long ranges of the weapon are halved. If the weapon has the Heavy property, it loses it.

Restrictions. Weapon weighs less than 20 lb.

Weapon Modifications
Modification Value Modify DC Tools
Alternate Weapon Variable 16 Mechanical Tools
Auto Mechanism 14 16 Mechanical Tools
Box Compatible 14 14 Mechanical Tools
Collapsible 12 14 Mechanical Tools
Compact 14 16 Mechanical Tools
Disguised 12 16 Mechanical Tools
Electrified 14 14 Electrical Tools
Expanded Magazine 16 14 Mechanical Tools
Heated 12 14 Electrical Tools
Improved Accuracy Mechanical Tools
  +1 14 14
  +2 16 16
  +3 18 18
Improved Damage Mechanical Tools
  +1 12 14
  +2 14 16
  +3 16 18
Integrated Equipment Variable 16 Mechanical Tools
Integrated Shield 14 12 Mechanical Tools
Weighted 8 12 Mechanical Tools
Disguised

Some weapons can be installed (and operated from) inside other items; for example, guns that fit into briefcases, grenades disguised as cosmetic products, and so forth. The concealed item cannot be identified as a weapon except through close examination, or when it is in use. The concealed weapon cannot be larger than the item in which it is concealed.

Restrictions. None

Electrified

The weapon is attached to a power source. On a successful hit, the target takes 1d4 points of lightning damage as well as the damage dealt by the weapon. Additionally, the weapon has 5 charges. When you hit a creature with the weapon, you can choose to expend one charge. When you do so, the target must make a Constitution saving throw (DC 10) or be incapacitated. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the effect ends on the target.

The weapon can be recharged to 5 charges using a battery.

Restrictions. Melee weapons only, weapon must not have the Heated. modification

Expanded Magazine

The weapon is modified to take much larger magazines. Expanded magazines can store twice as much ammunition. Expanded magazines have the same Value as normal box magazines. A weapon with this modification can still use normal box magazines.

Restrictions. Weapon must have the Reload property and must use box magazines.

Heated

The weapon has an intense heat source integrated into it, whether this is an electrical heater or a burning fuel system. On a successful hit, the target takes 1d8 points of fire damage as well as the damage dealt by the weapon. When concentrated for a time onto a flammable material, the weapon may be able to light a fire.

Restrictions. Melee weapons only, weapon must not have the Electrified. modification

Improved Accuracy

Attack rolls with this weapon gain a bonus dependent on the quality of the modification. When purchasing this modification, you can choose between a +1, a +2, or a +3 bonus to attack rolls. To apply the +2 version of this modification to a weapon, it must already have the +1 version applied. To apply the +3 version of this modification to a weapon, it must already have the +1 version applied. A weapon only benefits from the highest level of this modification that it has installed.

Restrictions. Weapon is not magical.

Improved Damage

Damage rolls with this weapon gain a bonus dependent on the quality of the modification. When purchasing this modification, you can choose between a +1, a +2, or a +3 bonus to damage rolls. To apply the +2 version of this modification to a weapon, it must already have the +1 version applied. To apply the +3 version of this modification to a weapon, it must already have the +1 version applied. A weapon only benefits from the highest level of this modification that it has installed.

Restrictions. Weapon is not magical.

Integrated Shield

While wielding this weapon, you are also treated as though you were wielding a Riot Shield.

Restrictions. Two-handed weapons only, weapon must not have the Alternate Weapon. modification

Weighted

When you hit a creature with the weapon, that creature gains disadvantage on ability checks and saving throws to avoid being moved or knocked prone until the start of their next turn.

Restrictions. Melee weapons only

Accessories

Accessories function similarly to modifications, in that they provide some modification to the except they can be applied quickly and without a skill check. Applying a modification to an item is an action.


Bipod. As an action or a bonus action (the character’s choice), a character can set up the bipod so that the attached weapon counts as being braced (see the Braced property) until the weapon is moved. In addition, once a weapon with a bipod is braced, a character can use a bonus action to gain advantage on their next attack roll with that weapon.

Restrictions. Weapon must have the Two-Handed property, ranged weapons only.

Weapon Accessories
Items Value Weight
Bipod 7 1 lb.
Combined Module
  Regular 11 1/2 lb.
  Infrared 12 1/2 lb.
Torch 4 1/2 lb.
Laser Sight
  Regular 10 1/2 lb.
  Infrared 11 1/2 lb.
Scope
  x2 12 1/2 lb.
  x4 14 1 lb.
  x8 16 1 lb.
Suppressor 8 1/2 lb.


Combined Module. A combined module is a multifunctional gadget that combines a laser sight and a torch. You can use a bonus action to toggle between the laser sight and the torch or to turn it off.

Combined modules come in versions with regular laser sights or infrared laser sights. See those items for rules regarding laser sights.

Restrictions. None.


Torch. A small flashlight that mounts to a weapon, freeing up one of the user’s hands. While on, it sheds bright light in a 30 foot cone, and dim light for an additional 30 feet. You can use a bonus action to turn the torch on or off.

Restrictions. None.

Laser Sight. This gadget is a small laser placed on a weapon to assist in accuracy. While you have the laser sight on, you gain a +1 bonus on attack rolls with the weapon against targets within 30 feet of you that are not in bright light. You can use a bonus action to turn the laser on or off.
Infrared. This laser sight uses an infrared diode to produce a dot invisible to the eye but detectable with infrared devices. You only gain the benefit of this sight if you are wearing infrared goggles.

Restrictions. Ranged weapons only.


Scope. Scopes are used to increase the range of a weapon, allowing the user to shoot more consistently at longer distances farther. By spending a bonus action to line up a shot with your scope, you increase the normal and long ranges of the weapon by an amount shown in the following table until the start of your next turn.

Scope Normal Range Increase Long Range Increase
x2 x1.5 x1.0
x4 x2.0 x1.5
x8 x3.0 x2.0

If a scope is used on a weapon with the Spread property, that property uses the original ranges of the weapon to determine its effects.

Scopes can come with additional features which alter the Value of the scopes.

Infrared. Looking through this scope has the same effect as looking through infrared goggles.

  Value Modifier. +3

Rangefinding. Looking through this scope has the same effect as looking through rangefinding binoculars.

  Value Modifier. +2

Restrictions. Ranged weapons only.


Suppressor. A suppressor is a device attached to the barrel of a firearm which reduces (but don't negate) the amount of noise and visible muzzle flash generated by firing. When you make a ranged attack with a suppressed firearm, creatures further than 30 feet from you don't hear the gunshot.

Restrictions. Weapon must not have the Spread property, firearms only.

Special Ammunition

Specialised ammunition can be bought which alters the behaviour of the weapon it is used for. When buying special ammunition, you purchase the ammunition as normal but apply a modifier to the Value of the ammunition.

Acidic. Designed to release a small capsule of acid on impact, successful attacks using acidic ammunition deals an additional 1d4 acid damage.

Armour Piercing. Attack rolls using armour piercing ammunition gain a bonus of +1 against targets wearing medium or heavy armour. The GM may also rule that this bonus applies on attack rolls against creatures with natural armour, or creatures utilising cover.

Explosive. Designed to produce a small explosion on impact, successful attacks using explosive ammunition deals an additional 1d6 bludgeoning damage.

Special Ammunition
Type Value Modifier
Acidic +3
Armour Piercing +4
Explosive +4
Holy Water +2
Incendiary +3
Rubber -1
Silvered +2
Slugs
  Armour Piercing +3
  Breaching +1
  Lead +0
  XREP +4

Holy Water. These bullets, a favourite of demon slayers, release holy water on impact. Successful attacks using holy water ammunition deals an additional 1d6 radiant damage if the target is a fiend or undead.

Incendiary. Igniting briefly on impact, successful attacks using incendiary ammunition deals an additional 1d4 fire damage.

Rubber. Designed for riot control and nonlethal attacks, creatures have resistance to damage from attacks using rubber ammunition. Additionally, if you reduce a creature to 0 hit points, it is knocked out, rather than dying.

Silvered. Silvered ammunition follows the same rules detailed in chapter 5 of the Player's Handbook.

Slugs

Designed for use with shotguns, these bullets can only be used with weapons that have the Spread property. While a weapon is using this type of ammo, treat it as if it doesn't have the Spread property and double its normal and long ranges.

Armor Piercing. See standard armour piercing bullets.

Breaching. Breaching shotgun shells are designed to destroy door deadbolts, locks, and hinges without risking lives, creatures have resistance to damage from attacks using rubber ammunition. Additionally, successful attacks using breaching slugs deal double damage to objects.

Lead. These slugs confer no additional benefit, and are used to increase the effective range of a weapon with the Spread property.

XREP. Essentially a miniature stun gun, creatures have resistance to bludgeoning damage from attacks using XREP ammunition. Additionally, successful attacks using XREP ammunition deal an additional 1d4 lightning damage. A creature hit with an XREP slug must make a Constitution saving throw (DC 15) or be incapacitated. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the effect ends on the target.

Armour Piercing Ammunition and Damage Reduction

If you are using the optional Damage Reduction rule, successful attacks using Armour Piercing ammunition ignore any damage reduction granted to the target by armour.

Credits

Document and contents by Dylan Richards (Reddit: u/Altavus , Tumblr: decision-paralysis, Blogger: Decision Paralysis)

Source Material

"d20 Modern" role-playing game by Wizards of the Coast.

Built heavily upon "d20 Modern 5e Conversion" by Edward Wilson.

 

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