Modern Warfare

by Killbodies0313

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Modern Warfare (5E D&D)

Realistic modern Combat, D&D 5E Compendium.

Attributes

Your character’s most basic strengths and weaknesses are defined by six “attributes” — Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma — each of which begins with a score of 8 to 18. Your character’s attribute scores begin at 8 each. You may spend 36 points to increase these scores, as shown on Table below)

Example: Kevin uses his 36 points to purchase a Strength of 13 (6 points), a Dexterity of 15 (11 points), a Constitution of 11 (3 points), an Intelligence of 12 (4 points), a Wisdom of 12 (4 points), and a Charisma of 14 (8 points).

Assign the highest scores to the attributes that represent your character’s strengths and the lowest scores to the attributes that represent his weaknesses. Keep in mind that certain attributes are more important than others for certain classes, and that your Origin often adjusts one or more of them as well

Score Cost Modifier
1 -
2-3 -
4-5 -
6-7 -
8 0
9 1
10 2
11 3
12 4
13 6
14 8
15 11
16 14
17 18
18 22

Personality Traits (Pick one)

Essential This is your Race pick.

Adaptable

You rely on a broad array of tactics rather than a single approach. No matter what happens, you come up with a workable solution — or at least a fair attempt.

  • +1 in your choice of any two attributes.
  • proficentcy in your pick of one Skill

Agile:

You’re naturally fast on your feet, an asset that’s saved you from disaster many times

  • +2 Dexterity, -2 Strength.
  • +5ft Movement
  • Pro in Acrobatics skill

Brainy:

You’re smarter than most people, possibly because you were raised among academics or had the opportunity to indulge your curiosity about a wide range of subjects.

  • +2 Intelligence, –2 Strength
  • Proficiency in Science skill.
  • Proficiency in Technology skill.

Burly:

You’re built like a linebacker or can otherwise soak up and dish out punishment when needed.

  • +2 Strength, –2 Dexterity.
  • Your base AC increases by 1.
  • Pro in Athletics

Caustic:

Your mouth frequently gets you into hot water, but it just as often saves you from worse punishment.

  • +2 Charisma, –2 Wisdom.
  • Pro in Intimidate.
  • Pro in Deception.

Clever:

You’re so tricky that you sometimes amaze even yourself!

  • +2 Intelligence, –2 Constitution.
  • Pro in history
  • Pro in insight.

Convincing:

Your earnest presence makes you the envy of used car salesmen everywhere.

  • +2 Charisma, –2 Intelligence.
  • Pro in Deception.
  • Pro in Persuasion.

Cunning:

You survive by your wits, which ensures that they’re very, very sharp.

  • +2 Intelligence, –2 Wisdom.
  • Pro in investigation
  • Pro in Persuasion

Daring:

“Leap before you look” is your personal credo. Fortunately, you’re usually fast enough or lucky enough to get away with it. Usually.

  • +2 Dexterity, –2 Intelligence.
  • Gain a +5 to you Initiative.

Disciplined:

You’re in control of your life at all times and have the drive to accomplish anything to which you set your mind.

  • +2 to any 1 attribute, –2 to any 1 attribute.
  • You gain a +1 bonus to All saving throws made.

Fierce:

You tend to bull your way through life, counting on your physical presence to carry the day.

  • +2 Strength, –2 Charisma.
  • You gain a +1 bonus with melee attacks and damage rolls

Fit:

You lead a healthy, active life that lets you shrug off minor illness and other annoyances.

  • +2 Strength, –2 Intelligence.
  • Your Speed increases by 5 ft.
  • Pro in Athletics.

Gifted:

You’re a natural prodigy, capable of amazing accomplishments in your particular field.

  • +2 to any 1 attribute, –2 to any 1 attribute.
  • Gain a + on to all Skill checks made.

Graceful:

You never seem to miss a beat, physically or socially.

  • +2 Dexterity, –2 Constitution.
  • Pro in performance.
  • Pro in Slight of hand

Grizzled:

You’re a gruff and intimidating figure, and if the world hasn’t killed you yet, it’s not likely to do so any time soon.

  • +2 Constitution, –2 Dexterity.
  • Your base Ac increases by 1.
  • You gain 1 additional Hit point at each Level.

Mysterious:

You probably smile a lot — just to make people nervous about your motives.

  • +2 Wisdom, -2 Charisma.
  • Pro in Insight.
  • +5 Passive Perception.

Persistent:

Dogged and relentless, you keep at any job until it’s done.

  • +2 Constitution, –2 Charisma.
  • You may retry a skill check once without suffering any penalties.

Resolute:

Once you make a decision, you back it with everything you’ve got.

  • +2 Wisdom, –2 Dexterity.
  • Pro in Survival
  • Gain a +2 to all Wisdom and Con saves

Vigilant:

You grew up in a war zone or in other conditions that required your full attention to survive. The experience has taught you to always keep a sharp lookout for trouble.

  • +2 Wisdom, –2 Charisma.
  • Pro in Perception .
  • You can not be surprised

Witty:

You can hold your own in any conversation. You are an enchanting dinner companion… and a dangerous one.

  • +2 Charisma, –2 Strength.
  • Pro in Deception
  • Pro in persuasion

Operator

Operatives of Viper come from Special Forces units in all branches, due to their self-reliance and specialized skill-set. Candidates also come from the other military branches and even the police force. Most candidates assigned to the Operations, Communications and/or SIGINT squadrons go through an assessment and selection course, as well as a lengthy background investigation and psychological testing. Once admitted to Viper Team, they receive further training in a specialized Training Courses. Like all units, this Intelligence Support Activity contains operational detachments as well as support detachments such as intelligence analysis, medical, logistics

Candidates must have previous training in tactics, such as CQC, sniper, counter-sniper, and source development. Foreign language skills, although highly desired, are not a prerequisite to becoming a member of Viper Team, though to be a SIGINT/HUMINT operator in the field with other Special Mission Units, working clandestine operations in non-permissive environments, knowing a minimum of several languages is usually indispensable (e.g. Persian, Arabic, Pashto, etc.)

Some of the disciplines focused on in the training course are: infiltration techniques, advanced air operations, professional driving (offensive and off-road), personal defensive measures, and state-of-the-art communications, deep surveillance, tradecraft, weapons handling, hand-to-hand combat, signals intelligence, etc.

Operator
Level Proficiency Bonus Features
1st +2 Basic Training, Second Wind
2nd +2 Operator Training, Action surge (one use)
3rd +2 Combat Designation
4th +2 Operator Training
5th +3 Extra attack
6th +3 Operator Training
7th +3 Combat Designation feature
8th +3 Operator Training
9th +4 Indomitable (one use)
10th +4 Combat Designation feature, Operator Training
11th +4 Extra Attack (2)
12th +4 Operator Training
13th +5 Indomitable (two uses)
14th +5 Operator Training
15th +5 Combat Designation feature
16th +5 Operator Training
17th +6 Action surge (two uses), Indomitable (three uses)
18th +6 Combat Designation feature, Operator Training
19th +6 Resourceful
20th +6 Extra Attack (3), Operator Training

Class feature

As an Operator you have completed and gain the following Training Programs.

Hit Points


  • Hit Dice: 1D10 per Operator level
  • Hit points at 1st level: 10 + your constitution score (Not CON Bonus).
  • Hit Points at Higher Level: 1D10 (or 6) + your Constitution modifier per Operator level after 1st

Starter Training Programs


  • Armor Training: Gain Armor Training Level 1 in the following, (Lite) and (Medium)
  • Weapons Training: Gain Weapon Training level 1 in the following, (Assault Rifles), (Pistols), (Grenades), (Grenade launchers), (Combat Knife) and (Bayonet)
  • Tools Training: None
  • Saving Throw Training: Gain save Training level 1 in (Strength) and (Dexterity).
  • Language Training: Gain language Training Level 1-4 (English) or Language Training Level 1-3 (English) and gain language training level 1 in your pick of another language.


  • Skills Training: Gain 2 + Intelligence Modifier 1st level Trainings, from a pick of, (Acrobatics), (Animal Handling), (Athletics), (History), (Insight), (Intimidate), (Investigation), (Perception), (Nature), (Survival)

Starter Equipment

You start with the following.

  • Standard Issue gear package, See Pg. ___
  • 30 Requistion Points for Weapons and 20 for Armor
  • One, level 1 training program of your Choice

Basic Training

In your initial training during the Viper Team endoc you picked up on a few style of combat. Pick one trait from below. Gain one more trait at Levels 10 and 20. You may take the same style more then once when you get to pick this ability again.

Marksman

You gain a +2 bonus to attack rolls made with ranged weapons.

Defence

You gain a + 1 bonus to AC.

Dirty fighting

When a creature you can see attacks that is within 5 feet of you attacks, you can use you reaction to impose disadvantage on a single attack.

Dueling

When you are wielding a melee weapon in one hand and nothing in the other, you gain +2 to damage rolls made with that weapon.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Mobility

You gain +5 ft movement

Strong Throw

When using a thrown weapon you always count as having 1 less range multiple (to a minimum of one).

Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn you can use a bonus action to regain hit points equal to 1D10 + your class level. Once you use this feature, you must finish a short of long rest before you can use it again. You may only use this ability if you are at a Triage code Orange or better.

Operator Training

At 2nd level, and again at 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18 and 20th level, you Pick 2 Levels in any Training Program you choose. You may not use both levels of training on the same upgrade with a single use of the Operator Training upgrade. See pg. ___ for a list of Training Programs.

Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.

Combat Designation

At 3rd level, you choose a Combat Designation, this is when the infantry focuses on a specific element of Combat. Choose Rifleman, Marksman, Machine Gunner, Demolitionist, Unit Leader, Medic, Dog handler, or Tech Specialist all detailed at the end of the class description. The Combat Designation you pick grant you features at 3rd level and again at 7th, 10th, 15th and 18th level.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Indomitable

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Resourceful

At Level 19 you gain one extra use of your choice of Second Wind, Action Surge or indomitable, you regain the use of this after a long rest.

Combat Designations

Each Operator must pick a Designation. This is when an Operator focuses on a specific aspect of there training

Rifleman

When you Pick this Designation you gain Proficiencies learned during your Combat designations Training. See the below list for what Proficiencies you gain

  • Gain one level of training in 2 different Weapon Proficiency Training.
  • Gain Save training level 1 in Con Saves.
  • Gain one level of training in 2 different Skills Training.
  • LBS (Tools)

Jack of all

Beginning at 3rd level, you may re-roll a single skill check. This may be done a number of times equal to your intelligence modifier plus Proficentcy bonus.

Close with and destroy

Beginning at 7th level, When use an assault rifle during an attack you may use your bonus action to make an extra attack during that turn. Furthermore Assault rifles have the CQC Property.

Assault Rifle Master

Beginning at 10th, you have mastered the Assault rifle. You gain +2 to all of your attack and damage rolls with Assault rifles and you may roll your damage dice with assault rifles twice and use the higher of the two.

Weathered Vet

Beginning at 15th level, your Knowledge and grit has increased your survival chances out in the field. You are now resistant to all damage except for Chemical, Poison and Radiation.

Raider

Beginning at 18th level, your base movement speed increases by 5 feet and it now only takes you 5 feet of movement to stand from being prone. You gain advantage in all Dexterity and Strength based ability checks and saves. On your turn, you can activate this feature as a free action to gain the effects of the haste spell on yourself, but only for an amount of turns equal to your Constitution modifier instead of one minute. You can only use this effect of this feature once. You regain any expended uses when you finish a Long Rest.

Machine Gunner

When you Pick this Designation you gain Proficiencies learned during your Combat designations Training. See the below list for what Proficiencies you gain

  • Gain level 1 training in Weapon Proficiency Training (SAW), (GPM), (Heavy MG).
  • Gain Save training level 1 in Con Saves.
  • Gain one level of training in Skills Training (Survival), (Athletics).
  • T&E (Tool)

Die fuzzy bunny, die

Starting at 3rd level, when you use any of the automatic weapons, you fire max rounds for each burst, this allows you to re-roll damage rolls of 1 and 2.

Beating Zone

Starting at 7th level as an action when you are using a SAW, GPM or heavy Machine Gun you may nominate a cube within the weapons range all target must make a Dexterity saving throw. If the test is failed each target in the cube takes full damage, if the test is passed the target takes half damage (rounded up). The size of the cube and the DC of the test is dependent on the distance, see chart below. If you would have had disadvantage on your attack roll during a turn you used this feature, the enemy has advantage on the dex save.

Normal Range Multiplyer Cube size Save DC
x1 10ft 14 + DEX mod + Proficiency
x2 15ft 12 + DEX mod + Proficiency
x3 20ft 10 + DEX mod + Proficiency
x4 25ft 8 + DEX mod + Proficiency

Mass Suppresion

Beginning at 10th level, when you use a Machine gun you may use the suppressive fire action as a bonus action and you may target your Dexterity modifier times 2.

Machine Gun Expert

Starting at 15th level, you may Ignore a number of Critical failures equal to your wisdom modifier

Master Gunner

Starting at 18th level, When you roll damage for a machine gun and roll the highest number possible on any of the dice, roll + 1 Damage dice for each dice maxed.

Marksman

When you Pick this Designation you gain Proficiencies learned during your Combat designations Training. See the below list for what Proficiencies you gain

  • Gain level 1 training in Weapon Proficiency Training (Bolt action rifles), (Single shot rifles).
  • Gain Save training level 1 in Wis Saves.
  • Gain one level of training in Skills Training (Perception), (Stealth).
  • Spotting Scope (tool)

Critical Shot

Beginning at 3rd level, As an action you may fire one shot from any single shot Rifle or bolt action rifle, if the attack hits it counts as a critical hit, if you actually critical with this shot, you triple the damage dice.

Stalker

Beginning at 7th level, When using a gulie suit in the appropriate enviorment Gain +10 to Stealth checks Instead of +5 and when you are outside of 500 feet, you are considered invisible. instead of 1000ft.

One shot one kill

Begining at 10th, when you deal damage with a Critical shot you may choose to make the damage roll a DC for the target to make a Constitution save against, if the test is failed the target is immediately reduced to 0 hit points, if the test is passed damage is dealt normaly. This may be done a number of times per long rest equal to you wisdom modifier.

Master Stalker

Beginning at 15th level, when using a gulie suit in the appropriate enviorment Gain +10 to Stealth checks and when you are out side of 250 feet you are, concidered invisible.

Master marksman

Beginning at 18th, All ranged Attacks have a +5 to hit and damage rolls when using sniper shot.

Demolitions Specialist

When you Pick this Designation you gain Proficiencies learned during your Combat designations Training. See the below list for what Proficiencies you gain

  • Gain level 1 training in Weapon Proficiency Training (Rocket Launchers), (Raw explosives).
  • Gain Save training level 1 in intelligence Saves.
  • Gain one level of training in Skills Training (Science), (Intimidation).
  • Demolitions tools

Deadly Demolisionist

Beginning at 3rd level, When you roll damage for a Rocket, Grenade, Grenade launcher, Mine or Raw explosive and roll the highest number possible on any of the dice, roll + 1 Damage dice for each dice maxed, dice rolled from this ability dont generate extra dice.

Explosive Bag

Beginning at 7th level, You gain accsess to Explosives bag from the ASP, you may have 5 items of your choice in your bag, this increases to 10 at 10th level. Refer to the list below for all the items avallible


  • Bow tie: This is a small bow tie shaped peice of det cord charge meant to take down a lock on door, gain advantage and a + 20 to the strength check to break a lock. Timed charge
  • X Charge: This is a 1.5 foot x of det cord meant to take down a door, gain advantage and a + 20 to the strength check to break down the door. Timed charge
  • 5 Blasting caps, 1 Clacker and 500ft of wire:
  • Remote and 2 remote blasting cap
  • 1.00LB Block C4: Can be split, see Raw explosives for weapon profile.
  • 4ft Detonation Cord: Can be split, see Raw explosives for weapon profile.
  • Sticky Grenade: See Raw explosives for weapon profile.

To close for comfort

Beginning at 10th, You gain resistance to all force damage. Furthermore you may bring 10 Items in you Explosives Bag.

Rocket Expert

Beginning at 15th, your expert aim and understanding of you Targets, makes it so hits with Rocket Launchers count as critical.

Explosive Master

Beginning at 18th level, All Raw explosives set by you that dont Fail are a Critical Sucsess.

Unit leader

When you Pick this Designation you gain Proficiencies learned during your Combat designations Training. See the below list for what Proficiencies you gain

  • Gain one level of training in 2 different Weapon Proficiency Training.
  • Gain Save training level 1 in Charisma Saves.
  • Gain one level of training in Skills Training (Persuation), (Intimidation).
  • Terrain Map Tools

Trained Leader

Beginning at 3rd level, when you choose this combat designation you learn Orders that use a special dice called Leadership Dice.

Orders. You learn a number of orders equal to your charisma modifier minimum, witch are detailed under "Orders" below. You learn one additional order of your choice at 7th, 10th, 15th and 18th level.

Leadership Dice. You have a number of Leadership dice equal to your Proficentcy plus your Charisma modifier, witch are a D4. A leadership dice is explained when you use it. You regain all expended leadership dice when you finish a short or long rest.

Your leadership die increases to a D6 at level 7, a D8 at 10th, a D10 at level 15 and a D12 at 18th

Inspiring leader

Beginning at 7th level, you may inspire one creature within 30ft, giving one of your remaining Leadership dice to that creature. this effect last for 10 Minutes, that creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Inspiration die is rolled, it is lost. If the Die is not used within 10 minutes it is lost. A creature can have only one Inspiration die at a time.

Seasoned leader

Begining at 10th, Your number of leadership die are Doubled.

Resourceful Leader

Beginning at 15th, When you roll for initiative and you have no leadership dice remaining, you regain a number of leadership dice equal to your Wisdom modifier.

Tactition

Beginning at 18th level, you gain a + 10 initiative bonus. Furthermore all enemy creatures are surprised during the first round of combat.

Orders

Here is a list of orders and what they do.

Fire on my target. When you take the attack action to make a ranged attack you may pick a number of willing Creatures within 60ft and expend one leadership die per target, if this is done an equal number of friendly creatures within 60ft and sight of the target may use there reaction to make an attack against the same target, if this is done the creature adds a die equal to your leadership die to the damage of the attack made.

Get your head down. As your reaction when one of your allies within 5 ft of you is targeted by a ranged attack, you may use one leadership die to and add it to the AC of that target.

Surpession. When you take the Supression action you may expend a number of leadership die to have a equal number of friendly creatures use there reactions, if this is done you may surpress one extra target per character that used there reaction. Each character that used there reaction uses 5 rounds if they do not have enough ammo in there magazine dont treat then as if the did not join on the fireteam supression.

Rally. On you turn as a bonus action you may expend one leadership die to pick one ally within 30ft that creature regains your leadership die plus your Charisma modifier hit points, a character may only regain hit points in this manner if it is at Triage code yellow or green. This may be done on more then one target at a time, at the cost of 1 leadership die per target.

Double Time. During you turn you pick a number of willing target within 60ft and expend one leadership die per target. The targets may use the dash action as a bonus action. Roll a die equal to your leadership die, this effect last for that many rounds.

Reposition. During you turn you pick a number of willing target within 60ft and expend one leadership die per target. The targets may use the disengage action as a bonus action. Roll a die equal to your leadership die, this effect last for that many rounds.

Take Cover. During you turn you pick a number of willing target creatures within 60ft and expend one leadership die per target. The targets get + 2 added to all cover bonuses. Roll a die equal to your leadership die, this effect last for that many rounds.

Go Silent. During you turn you pick a number of willing target creatures within 60ft and expend one leadership die per target. The targets add + 10 to all stealth rolls. Each target rolls a die equal to your leadership die, this effect last for that many minites.

Security During you turn you pick a number of willing target creatures within 60ft and expend one leadership die per target. The targets get advantage on attack rolls if they forgo their movement for the turn. Roll a die equal to your leadership die, this effect last for that many minites.

Combat medic

When you Pick this Designation you gain Proficiencies learned during your Combat designations Training. See the below list for what Proficiencies you gain

  • Gain level 1 training in Weapon Proficiency Training (Sub Machine Guns), (Shotguns).
  • Gain Save training level 1 in Wisdom Saves.
  • Gain one level of training in Skills Training (Medicine), (Science).
  • Decontamination tools

Combat Trauma Trained

Beginning a 3rd level you get a Trauma Bag, The trauma bag has 2 parts this first is an IFAK with 10 uses and 2 Turniquets, the second part is Trauma Kit with 5 uses. You may expend one use of the Trauma Bag and Roll a wisdom (Medicine) check DC. 15 if passed restore 1D10 + your Wisdom modifier hit points, this may only be used on targets at Triage code Yellow Orange and Red. This increases to 2D10 at 10th level and 3D10 at 20th level.

Medical Grade Supply

Beginning at 7th level, your trauma bag gains a third part that may hold 10 uses of your choice of the below medical grade supply


  • Combat pill Pack: 24 hours after consumption gain advantage on all Checks made to resist disseise or poisons for 48 hours
  • Morphine: As an action morphine may be given to a creature within 5 ft or taken. Morphine heals the target 6D6 Hit points this may be used on any triage code, after morphine is given and hit points are added to the target the target must make a constitution save DC equal to the amount of hit points replenished, if the test is passed nothing happens, if the test is failed the target is unconscious taking a new test each round until the test is passed. If morphien is taken 3 or more times within 24 hours addiction may occur.
  • Quick clot: Stops a Bleed or major bleed, target must make a constitution save DC 15 or Fall unconciouse making a new test each turn
  • Narcotics: as an action narcotics may be taken or given to regain 1D6 Hit points on use and 1D6 for 3 additional rounds at the starte. This may be given to any triage code. If Narcotics are taken 4 or more times within 24 hours addiction may occour.
  • I.V. 500cc: Using an I.V. takes 1 minute to prep and up to 5 minutes to administer, the target regains 1 Hit point every 2 round, this is only usable on a target at triage code Green, yellow and orange.
  • Liquid skin patch As an action apply this patch healing 2D6 hit points, this may only be used on triage orange and red.
  • Epinephrine as an action use this on a creature that has been reduced to 0 Hit pionts within the last 3 rounds. that creature imediatly regains 6D4 Hit points. this may only be used once every day or the target must make a constitution save DC equal to the Hit points gained if the test is passed nothing happens, if the test is failed the target is unconcious for 10 rounds then the test may be retaken each round until passed. if a target is given this 3 times in a day the the constitution save is at diadvantage. If given more then 3 times the target fails 3 death saves.
  • 5 Days Diazepam: After 5 consecutive day of use, each days use allows you to treat yourself as one Shaken level less then your current Shaken level, but not for the purpouses of healing.

Practicle Applications

Beginning at 10th, Any time you heal a target using a IFAK, Trama Bag or Medical grade supply bag, you may add your Profecientcy bonus to the amount rolled. You may also use the dash action as a bonus action if you use your action to heal a target during the same turn.

Medical Sustainment Pack

Beginning at 15th, Gain Expetise in wisdom (Medicine) checks and a Corpmans bag, the corpman bag Has 3 parts the first is an IFAK with 15 uses and 4 tuniquets, the second part is a Trama Bag with 10 uses and the third part holds up to 20 corpman grade medical supply. Furthermore you have acsses to BAS equipment and supply avalible to any corpman.

Seasoned Medic

Beginning at 18th Double any and all die rolls made for any healing feature or item used by this Character.

Dog Handler

When you Pick this Designation you gain the following Training Programs learned during your Combat designations Training. See the below list for what Proficiencies you gain

  • Gain level 1 training in Weapon Proficiency Training (Sub machine guns), (Shotguns).
  • Gain Save training level 1 in intelligence Saves.
  • Gain one level of training in Skills Training (Animal Handling), (Investigation).
  • Handlers Tools

Mans best friend

At 3rd level, you gain a Level 1 Military war dog that accompanies you on your missions and is trained to fight and work alongside you. Choose one of two Military war dogs, the Tracking Dog or the Attack Dog, see below.

The Military war dog obeys your commands as best as it can. It takes its turn on your initiative, though it doesn't take an action unless you command it to. On your turn, you can verbally command the dog where to move (no action required by you).

You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you may make your pet attack in replace of one or all your attacks.

When your Military war dog follows the triage rules for healing naturaly.

While traveling If the dog dies, you can obtain another one by request on from higher command, if the request is granted either the same type of dog as before or a different one.

War Dog Training

At 7th level, if you have been with your Military war dogs for more then a number of days equal to your level. your Dog gains 2 traits from the list below. This increases to 3 at 10th level, 4 at 15th level and at 18th Level you gain 5 in total. Some of these traits may be taken more then once.

  • Choose one melee weapon attack that your animal companion can make. Increase the damage done by this attack by 1 damage die. This may only be taken twice.
  • Your animal companion gains a bonus to hit with its melee weapon attacks equal to your proficiency bonus. This may only be taken once.
  • Your animal companion gains a bonus on all saving throws it makes equal to your proficiency bonus. This may only be taken once.
  • Your animal companion gains a bonus on all skill and ability checks it makes equal to your proficiency bonus. This may only be taken once.
  • Your animal companion gains + 1 to you choice of Strength, Dexterity, constitution or wisdom score to a max of 18.
  • Your animal companion gains the Evasion feature. This may only be taken once.
  • Your animal gains a + 2 AC. this may be taken once.
  • Your animal gains the Multi attack (2) feature. this may be taken twice make it (3) total attacks.
  • Your animal becomes resistant to your choice of Piercing, slashing, force or bludgeoning. This may be taken up to 3 times.
  • Your Animal gained +1 HP per operator level. This may be taken twice.

Handler Technique

Beginning at 10th, you can use a bonus action to command the dog to do one of the following, make one attack, Dash, Disengage, Dodge, or you may have you animal companion make a special attack picked from the list below.

  • Leap attack

Move your Military war dog up to half its movement then make 1 melee attack with your companion

  • Take down

Your Military war dog grapples one target, if passed the target is prone aswell as grappled

  • Defend you master

Move your Military war dog up to half its movement, your ally must end within 5ft of you. if so all enemy attacks that attack you insted of you companion will have disadvantage.

Veteran War Dog

At 15th level your war dog gains and additional 4 war dog training traits.

Master Handler

Beginning at 18th level, you gain one more War Dog of your choice You may Pick 6 war dog training traits for them, any time you make your dog use an action you may make the other use the same action or an action that it would have bean able to.


Tracking dog

Small, (Labrador Black, Brown or yellow)


  • Armor Class 12
  • Hit Points 20
  • Speed 40ft.

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 10 (+0) 3 (-3) 16 (+3) 8 (-1)

  • Skills Acrobatics +2, Athletics +2 Perception +5 and Stealth + 4
  • Condition Immunities None
  • Senses passive Perception 13
  • Languages None
  • Challenge 1\4

Keen hearing and smell. This creature gains advantage on wisdom perception checks that rely on hearing and smell involving putting things in its nose.

Trained Tracker (Focus). Pick one of the following Tracking focuses, Drugs, Explosives or Personel. Gain a +10 bonus to any Skill check made to detect the presence of the focuse. Furthermore a Tracker dogs passive perception against there focus is 17.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 5 (1d4 + 1)


Attack dog

Small, (German and Dutch shepherds and Belgian Malinois)


  • Armor Class 12
  • Hit Points 20
  • Speed 40ft.

STR DEX CON INT WIS CHA
16 (+2) 14 (+2) 14 (+2) 3 (-3) 13 (+1) 8 (-1)

  • Skills Acrobatics +5, Athletics +5 Perception +5 and Intimidation + 4
  • Condition Immunities None
  • Senses passive Perception 13
  • Languages None
  • Challenge 1\4

Keen hearing and smell. This creature gains advantage on wisdom perception checks that rely on hearing and smell involving putting things in its nose.

Lock Jaw This creature may attempt to grapple instead of using the attack action. Furthermore gain a +10 bonus to any Athletics check made during a grapple.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 5 (1d6 + 3)

Tech Specialist

When you Pick this Designation you gain the following Training Programs learned during your Combat designations Training. See the below list for what Proficiencies you gain

  • Gain level 1 training in Weapon Proficiency Training (Sub machine guns), (Shotguns).
  • Gain Save training level 1 in intelligence Saves.
  • Gain one level of training in Skills Training (Technology), (Investigation).
  • B1ARD (Tools)

B-1 Recon Drone Operator

At 3rd level, you gain a B-1 Advanced Recon Drone if you don't already have one and you gain the following Benefits

  • During operation you may Mark one target within 120ft of the B1-RD, any ranged attacks against the target have advantage.
  • You Gain a + 5 to any Repair roll made to fix a B1-RD.

Furthermore you may modify your drone during any Long Rest with a Technology (Int) Check DC 15. If this is done you gain one of the following Upgrades, if the test is failed you don't get the upgrade until you preform another long rest. if a critical failure you may not use your B1-RD until you preform another long rest.

  • Night Vision: the B1-RD gains Darkvision out to 120ft and 240ft low light.
  • Thermal: Gain advantage on spotting living creatures but suffer Disadvantage on all other perception rolls made to see as the B1-RD
  • Focused Microphone: You may hear when operating a B1-RD, this is heard in headphones or be played out loud from a small speaker on the drone command console.
  • Pistol Mount: You may mount a Pistol on the B1-RD. When in operation if you did not move more then 60ft you may make 1 ranged attack with the mounted pistol using the operators dex plus Proficiency bonus if Proficient with the B1-RD.
  • Stealth Kit: Gain advantage on Stealth rolls made while in operation.
  • Armor Kit: Your B1-RDs AC is now 18.
  • Structural Support: your B1ARD now has + your level HP.

Tech Package

At 7th level, You gain the following Tech Devices

  • 3x Motion sensors: theses are 2 inch 4mm thick disc that will ping Every 6 Seconds when it detects movement within 20ft of the disc each disc. the discs take a bonus action to activate. they lasts for 24 hours after being placed.
  • 2x Seeker Grenade: this counts as a sticky grenade that requires no attack provided in can roll acrossed the the ground it can move at a speed of 40ft and will self detonate after 10 rounds if it did not find its target. you may toss this and then it will seek its target.
  • 5 Audio Bugs: theses are small 1CM microphone that will let you hear within 20ft of the mic. the mic takes a bonus action to place. they lasts for 8 hours after being placed.

Enhanced B1-RD (E B1-RD)

Beginning at 10th level, You gain the following Benefits

  • you may now mark a number of targets equal to your Intelligence bonus, With your E B1-RD.
  • Your E B1-RD may have 2 Upgrades done at on time.

Macgyver

At 15th level, with a Drone repair kit you may attempt to create basic Tech devices or preform mantianace on them in the Field, like Creating Audio bugs, basic coms device of Fixing a radio that has been destroyed. consult GM with ideas for new ways of fabrication and repair. This will require Supplies to do it with and a Technology check, consult GM for DC of the test. Furthermore your E B1-RD gains 1 Upgrade of your choosing, but you may not change, this upgrade it is Permanent.

Tech Master

Beginning at 18th level, You gain the following Benefits.

  • You no longer need to make a test for movement with your B1-RD.
  • Double your Proficiency bonus on all dex saves and check with your B1-RD.
  • Gain advantage on all Tech checks

Training Programs

Ranged Weapon Programs

Automatic Weapons Training 1-5


  • Level 1: During the Riddle and Spray Firing modes you only suffer -4 per Target/Volley.
  • Level 2: You may nominate your Dex modifier plus one when determining max targets or volleys during the Riddle and Spray Firing modes.
  • Level 3: During the Riddle and Spray Firing modes you only suffer -3 per Target/Volley.
  • Level 4: You may fire max rounds during each burst, if you may add 1 damage dice to damage rolls.
  • Level 5: During the Riddle and Spray Firing modes you only suffer -2 per Target/Volley.

Burst Fire Training 1-4


  • Level 1: During the Burst and controlled Burst Firing modes you only suffer -4 per Burst/Controlled Burst
  • Level 2: During the Burst and controlled Burst Firing -3 per Burst/Controlled Burst
  • Level 3: During the Burst and controlled Burst Firing -2 per Burst/Controlled Burst
  • Level 4: During the Burst and controlled Burst Firing -1 per Burst/Controlled Burst
  • Level 5: During the Burst and controlled Burst you suffer no negatives.

Marksmanship Technique Training 1-4


  • Level 1: When attacking at long range always count yourself as firing at 1 less range multiplier (to a minimum of 1).
  • Level 2: You may aim as a bonus action.
  • Level 3: Before you make an attack with a ranged weapon that you are proficient with, you may choose to take a -5 to the attack roll. If the attack hits, you add +10 to the attack damage
  • Level 4: You count enemies as haven one grade of cover less then they do.

Target Training 1-4

Must have Marksman Level 2 in order to take levels from this training.


  • Level 1: When you target a body part you may reduce the penalty by 1.
  • Level 2: You may add your Proficiency bonus to any DC of your targeted shots.
  • Level 3: When you target a body part you may reduce the penalty by an additional 1.
  • Level 4: Targets have disadvantage on saves made against your targeted shots.

Close Quarters Marksmanship 1-4

Each level of training in this may be taken once for each Save.


  • Level 1: Gain a +1 to attack rolls made within one range increment.
  • Level 2: Gain a +1 to all damage rolls made within one range increment.
  • Level 3: Gain a +2 to attack rolls made within one range increment.
  • Level 4: Gain a +2 to all damage rolls made within one range increment.

Long range Marksmanship 1-4


  • Level 1: Gain a +1 to attack rolls made at greater than one range increment.
  • Level 2: Gain a +1 to all damage rolls made at greater than one range increment.
  • Level 3: Gain a +2 to attack rolls made at greater than one range increment.
  • Level 4: Gain a +2 to all damage rolls made at greater than one range increment.

Guns Akimbo training 1-4

Must have a Dexterity of 16 or higher


  • Level 1: You may make the bonus action offhand attack with pistols that don't have the light Property.
  • Level 2: Gain a +1 to all attack and damage roll made with attack from either hand when you wielding 2 ranged weapons.
  • Level 3: You may make two basic attacks with your offhand as a bonus action.
  • Level 4: You may now dual wield two handed ranged weapons but fire at disadvantage.

Ranged Weapon Training 1-5

Each level of training in this may be taken once for each Weapon Proficiency.


  • Level 1: Gain Proficiency in one ranged or Melee weapon group.
  • Level 2: Gain a +1 to all attack in the chosen Weapon group Proficiency.
  • Level 3: Gain a +1 to all damage rolls in the chosen Weapon group Proficiency.
  • Level 4: Gain a +1 to all attack in the chosen Weapon group Proficiency.
  • Level 5: Gain a +1 to all damage rolls in the chosen Weapon group Proficiency.

Martial Weapon Programs

Unarmed Training 1-5


  • Level 1: You are now proficient with unarmed strikes. Your unarmed attacks deal a 1D4 damage and you may use you Dex or Str bonus for attacks and damage with unarmed Strikes.
  • Level 2: When you hit a creature with an unarmed strike on your turn, you can use a bonus action to grapple the target.
  • Level 3 Your Unarmed Strikes Become a D6.
  • Level 4: You have advantage on attack rolls against creatures you are grappling With. You can use your action to try to pin a creature the is grappled by you. To do so make another grapple check, if you succeed, you and that creature are both restrained until grapple ends.
  • Level 5: Your Unarmed Strikes are a D8. if you have two free hands when you make the attack you may use a D10 for the damage die.

Advanced Unarmed Training 1-5

Must have Unarmed Training Level 2 in order to take levels from this training.


  • Level 1: Gain a number of Brawler Points equal to 2x the number of levels you have in Unarmed and Advanced Unarmed Training and learn 3 Brawler techniques, see below.
  • Level 2: Gain resistance in Bludgeoning/Subdual damage.
  • Level 3 Creatures provoke oppertunity attacks from you even if they use the disengage action.
  • Level 4: Learn 3 more Brawlers technique.
  • Level 5: When you hit a creature with a opportunity attack, the creatures speed becomes 0 for the rest of that turn.

Brawler Points

Your Training allows you to use your Brawler Points to preform acts of Phyisical greatness. Your access to this is represented by a number of brawler points. Your Training level determines the number of points you have, as shown above.

When you spend a Brawler Point, it is unavailable until you finish a short or Long Rest, at the end of which you draw all of your expended brawlers grit back into yourself.

Brawler Techniques

You can spend Brawler points to fuel various Brawlers techniques. You start knowing 3 such features. You learn additional Brawler techniques as you level your Advanced Unarmed Training.

Some of your brawlers techniques require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows:

Brawlers Technique save DC = 8 + your Proficiency Bonus + your Dex or Strength modifier (your choice).

Double Strike

Immediately after you take the Attack action on Your Turn, you can spend 1 brawler point to make one unarmed strikes or 2 Brawlers grit to make 2 unarmed attacks as a Bonus Action.

Sturdy Defense

You can spend 1 brawler point to take the Dodge action as a Bonus Action on Your Turn.

Reposition

You can spend 1 brawler point to take the Disengage or Dash action as a Bonus action on Your Turn.

Stunning Strike

When you hit another creature with a Unarmed or Brawlers weapon Attack, you can spend 2 Brawler points to attempt a stunning strike. The target must succeed on a Constitution saving throw or be Stunned until the end of your next turn.

Acurate Strike

You may use 1 Brawler point to gain advantage on your next unarmed attack.

Knock out

When you hit another creature with a Unarmed Attack, you can spend 4 Brawler points to attempt a knock out. The target must succeed on a Constitution saving throw or be unconcious, taking a new test at the end of each of your turns. on a pass the creature is conscious. A creature that is immune to the effects of the stunned condition is not effected by this ability either.

Solid Strike

Before you make a unarmed or Brawlers weapon attack you may spend 3 Brawler points, if you do and the attack hits Double the damage.

Disarming strike

When you make a melee attack against a creature, you can expend 2 Brawler point to attempt to take an object out from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and you may have that object be pushed 10 feet away from you or you may hold the weapon in your hand.

Defense

You can spend 1 Brawler point to take the Dodge action as a Bonus Action on Your Turn.

Trip

When you hit with a unarmed attack you may spend 1 brawlers Grit to to attempet to trip the target. The target must succeed on a Dexterity saving throw or be knocked prone.

Close Quarters Battle (CQB) Training 1-4


  • Level 1: You may now use a Ranged weapon as a blunt weapon that you are Proficient with, A two handed weapon will deal 1D6 Bludgeoning and one handed will deal 1d4 Bludgeoning damage, if the weapon has a Bayonet you may have it deal Slashing or Piercing damage instead of Bludgeoning.
  • Level 2: You may make one melee attack with a held ranged weapon as a bonus action.
  • Level 3: The damage die for melee 1H strikes is now a D6 and 2H strikes are now do a D8, if the weapon has a Bayonet you may have it deal Slashing or Piercing damage instead of Bludgeoning.
  • Level 4: You may now make two melee attacks with a held ranged weapon as a bonus action.

Dual Weapon training 1-4

Must have a Dexterity of 16 or higher


  • Level 1: You may make the bonus action offhand attack with melee weapons that don't have the light Property.
  • Level 2: Gain a +1 to all attack and damage roll made with attack from either hand when you wielding 2 Melee weapons.
  • Level 3: You may make two basic attacks with your offhand as a bonus action.
  • Level 4: You may now dual wield two handed Melee weapons but attack at disadvantage.

Melee Weapon Training 1-5

Each level of training in this may be taken once for each Weapon Proficiency.


  • Level 1: Gain Proficiency in one Melee weapon group.
  • Level 2: Gain a +1 to all attack in the chosen Weapon group Proficiency.
  • Level 3: Gain a +1 to all damage rolls in the chosen Weapon group Proficiency.
  • Level 4: Gain a +1 to all attack in the chosen Weapon group Proficiency.
  • Level 5: Gain a +1 to all damage rolls in the chosen Weapon group Proficiency.

Covert Training Programs

Covert Movement Training 1-3


  • Level 1: Gain Proficiency in stealth, if you already have Proficiency in it gain Expertise Instead.
  • Level 2: You may hide as a bonus action.
  • Level 3: You can try to Hide when you are lightly obscured from the creature from which you are Hiding.*

Covert Assault training Training 1-6


  • Level 1: You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse, unarmed or a ranged weapon.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this feature.

  • Level 2: When you are hidden from a creature and miss it with a ranged weapon Attack, making the Attack doesn't reveal your position..
  • Level 3: Increase your Sneak attack dice to 4D6.
  • Level 4: You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
  • Level 5: Increase your Sneak attack dice to 6D6.
  • Level 6: When you attack and hit a creature with sneak attack, it must make a Dex saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.

Ambush training 1-4


  • Level 1: Gain advantage on the stealth check made to set in an ambush.
  • Level 2: Gain a + 2 to all attacks you make during a Surprise round
  • Level 3: The first hit during a Surprise round will always count as a critical hit. if you actually critical you roll the damage dice x 3.
  • Level 4: When you roll any damage during a surprise round and you roll the highest value on the dice you may roll 1 extra damage die, the extra dice generated by this ability can not generate more dice.

Awareness Programs

Awareness training 1-5


  • Level 1: Dim light doesn’t impose disadvantage on your Wisdom (Perception) checks relying on sight.
  • Level 2: you gain +5 to you passive perception.
  • Level 3: You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of Secret Doors and Hidden Caches.
  • level 4: you gain +5 to you passive perception.

Advanced Awareness training 1-4

Must have Level 2 awareness training to take levels of this training


  • Level 1: You gain advantage on initiative rolls.
  • Level 2: Traveling at a fast pace doesn't impose the normal -5 penalty on your passive Wisdom (Perception) score.
  • Level 3: You cant be surprised while you are concious
  • Level 4: If you are able to hear, you are aware of the location of any hidden or invisible creature within 20 feet of you.

Counter Ambush training 1-4


  • Level 1: You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of Traps or Surprise Attacks.
  • Level 2: Traveling at a fast pace doesn't impose the normal -5 penalty on your passive Wisdom (Perception) score.
  • Level 3: You have Resistance to the damage dealt during a Surprise.
  • Level 4: You gain a +5 to your AC against attacks from enemies unseen by you.

Physical Fitness Programs

Weight Training 1-4


  • Level 1: Increase you Strength score by 1.
  • Level 2: Increase you Strength score by 1.
  • Level 3 Increase you Strength score by 1.
  • Level 4: Increase you Strength score by 1.

Agility Training 1-4


  • Level 1: Increase you Dexterity score by 1.
  • Level 2: Increase you Dexterity score by 1.
  • Level 3 Increase you Dexterity score by 1.
  • Level 4: Increase you Dexterity score by 1.

Fortitude Training 1-4


  • Level 1: Increase you Constitution score by 1.
  • Level 2: Increase you Constitution score by 1.
  • Level 3 Increase you Constitution score by 1.
  • Level 4: Increase you Constitution score by 1.

Physical Saves Training 1-4

Each level of training in this may be taken once for each Save.


  • Level 1: Gain Proficiency in one of the following saving throws, Strength, Dexterity or Constitution.
  • Level 2: Gain a +1 to all saves made by the chosen saving throw.
  • Level 3: Gain a +1 to all saves made by the chosen saving throw.
  • Level 4: Gain advantage on all saves made by the chosen saving throw.

Physical Skills Training 1-5

Each level of training in this may be taken once for each Skill.


  • Level 1: Gain Proficiency in one of the following Skills, Athletics, Acrobatics, Sleight of Hand or Stealth.
  • Level 2: Gain a +1 to all checks made by the chosen Sill Proficiency.
  • Level 3: You may ignore a critical failure in this skill. you regain use of this after you complete a long rest
  • Level 4: Gain a +1 to all checks made by the chosen Sill Proficiency.
  • Level 5: You may ignore a critical failure in this skill. you regain use of this after you complete a short rest instead of a long rest.

Cardio Training 1-4


  • Level 1: Gain Proficiency in athletics, if you already have Proficiency in it gain Expertise Instead.
  • Level 2: Gain +5ft Movement
  • Level 3: You may dash as a bonus action.
  • Level 4: Gain +5ft Movement

Obstical Course Trained 1-4


  • Level 1: Climbing does not cost you extra movement.
  • Level 2: When you are Prone, standing up uses only 10 feet of your movement.
  • Level 3: You can make a running long jump or running high jump after moving only 5 feet on foot, rather then 10 feet.
  • Level 4: Gain a + 1d4 bonus to all Acrobatics and Athletics Skill checks.

Resistance Training 1-6


  • Level 1: Gain Resistance to 1 type of damage.
  • Level 2: +1 Hit point per level.
  • Level 3: Gain Resistance to 1 type of damage.
  • Level 4: +1 Hit point per level.
  • Level 5: Gain Resistance to 1 type of damage.
  • Level 6: +1 Hit point per level.

Mental Fitness Programs

Education Training 1-4


  • Level 1: Increase you Intelligence score by 1.
  • Level 2: Increase you Intelligence score by 1.
  • Level 3 Increase you Intelligence score by 1.
  • Level 4: Increase you Intelligence score by 1.

Resolve Training 1-4


  • Level 1: Increase you Wisdom score by 1.
  • Level 2: Increase you Wisdom score by 1.
  • Level 3 Increase you Wisdom score by 1.
  • Level 4: Increase you Wisdom score by 1.

Social Training 1-4


  • Level 1: Increase you Charisma score by 1.
  • Level 2: Increase you Charisma score by 1.
  • Level 3 Increase you Charisma score by 1.
  • Level 4: Increase you Charisma score by 1.

Mental Saves Training 1-4

Each level of training in this may be taken once for each Save.


  • Level 1: Gain Proficiency in one of the following saving throws, Intelligence, Wisdom or Charisma.
  • Level 2: Gain a +1 to all saves made by the chosen saving throw.
  • Level 3: Gain a +1 to all saves made by the chosen saving throw.
  • Level 4: Gain advantage on all saves made by the chosen saving throw.

Mental Skills Training 1-5

Each level of training in this may be taken once for each Skill.


  • Level 1: Gain Proficiency in one of the following Skills, History, Investigation, Nature, Religion, Animal handling, Insight, Medicine, Perception, Survival, Deception, Intimidation, Performance, Persuasion.
  • Level 2: Gain a +1 to all checks made by the chosen Sill Proficiency.
  • Level 3: You may ignore a critical failure in this skill. you regain use of this after you complete a long rest
  • Level 4: Gain a +1 to all checks made by the chosen Sill Proficiency.
  • Level 5: You may ignore a critical failure in this skill. you regain use of this after you complete a short rest instead of a long rest.

Language Training 1-4

Each level of training in this may be taken once for each language.


  • Level 1: Gain one new language, you can Speak, read and write it Basicly. This mean you must pass a a test with a DC of 10, The test you will take is dependent on if you are speaking, listening or writing, see chart below.
Task Check
Speak Charisma
Write Dexterity
Read Intelligence
  • Level 2: You can Speak, read and write it moderately. This mean you must pass a a test with a DC of 15 Instead of
  • Level 3: You can Speak, read and write it Expertly. This mean you must pass a a test with a DC of 10 Instead of
  • Level 4: You are now a master of that languege. you no longer need to test to speak, listen or write.
  • Level 5: If you can see a persons mouth while it is speaking a language you understand, you can interpret what its saying by reading its lips.

Armor Proficiency Programs

Light Armor Training 1-4


  • Level 1: Gain Proficiency in lite armor.
  • Level 2: Gain a + 1 AC while wearing Lite Armor
  • Level 3: Gain gain Expertise in Dex Saves
  • Level 4: Gain a + 1 AC while wearing Lite Armor

Medium Armor Training 1-4


  • Level 1: Gain Proficiency in Heavy armor armor.
  • Level 2: Gain HP Equal to your Proficiency.
  • Level 3: Gain gain Expertise in con Saves
  • Level 4: Gain HP Equal to your Proficiency x 2

Heavy Armor Training 1-4


  • Level 1: Gain Proficiency in Medium armor armor.
  • Level 2: Gain 1 Damage reduction for each Piece of coverage you have.
  • Level 3: Gain gain Expertise in Strength Saves
  • Level 4: Gain 1 additional Damage reduction for each Piece of coverage you have.

Tactical Programs

Evasion Training 1-5


  • Level 1: You may disengage as a bonus action.
  • Level 2: You have advantage on Saving Throws made to avoid or resist traps.
  • Level 3: You can nimbly dodge out of the way of certain area effects, such as a grenade or a Rocket explosion. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
  • Level 4: When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
  • Level: 5 No attack roll has advantage against you while you aren’t incapacitated.

Envelopment Training 1-4


  • Level 1: you may gain advantage on Melee Attack rolls if at least one other friendly creature is adjacent with you and you may gain advantage on CQC weapons if at least one other friendly creature is at a 90 degree off set.
  • Level 2: When a creature within 5 feet of you makes an Attack against a target other than you (and that target doesn’t have this training), you can use your Reaction to make a melee or CQC weapon at⁠tack against the attacking creature.
  • Level 3: you may gain advantage on ranged Attack rolls if at least one other friendly creature is at a 90 degree off set and within 30ft of you.
  • Level 4: When a creature within 30 feet of you makes an Attack against a target other than you (and that target doesn’t have this training), you can use your Reaction to make ranged weapon at⁠tack against the attacking creature.

Leadership Training 1-4

Must have a Charisma Score of 13 or higher.


  • Level 1: You can spend 10 mins covering tactical roles with your companions. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gains a bonus to all skill checks equal to your Charisma bonus. This effect lasts for 24 hours. A creature can't gain benefits from this ability again until it has finished a short or Long Rest.
  • Level 2: You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain Temporary Hit Points equal to your level + your Charisma modifier. A creature can't gain benefits from this ability again until it has finished a short or Long Rest. This effect lasts for 24 hours.
  • Level 3: You can spend 10 mins covering ROE's with your companions. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gains a bonus to all damage rolls equal to your Charisma bonus. This effect lasts for 24 hours. A creature can't gain benefits from this ability again until it has finished a short or Long Rest.
  • Level 4: You can spend 10 mins covering Target Locations with your companions. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gains a a bonus to all attack rolls equal to your Charisma bonus.

Army of one Training 1-4


  • Level 1: -
  • Level 2: -
  • Level 3: -
  • Level 4: -

-

Combat life savers certified

This training uses 2 levels of a single use of the Operator Training upgrade Or Bought as a level 2 Training.

  • When you use a IFAK to stabalize a dying creature that creature also restores 1 hit point.

  • You may use one turniquet and make a sucssesful Wisdom (Medicine) check DC. 10 to end the bleed condition and a DC 15 to end Major Bleed, on one creature within 5ft.

  • As an action you can spend one use of an IFAK to tend to a creatures wounds within 5 ft of you. Roll a wisdom (Medicine) check DC. 15 if passed restore 1D6 + your Wisdom modifier, this is only usable on a target at Triage code Green, Yellow and Orange. This increases to 2D6 at 7th level 3D6 at 14th level and 4d6 at 20th level.

Radio Operations Training 1-4


  • Level 1: Gain advantage on all Technology Skill checks made to operate or trouble shoot a UHF, VHF or satilite communications Radio.
  • Level 2: Gain a Crypto Key and Proficiency with it.
  • Level 3: The time it takes to Operate or trouble shoot a UHF, VHF or satilite communications Radio.
  • Level 4: Gain advantage pn all Technology Skill check made to operate or trouble shoot a UHF, VHF or satilite communications Radio.

Ordinance Training 1-4

Must have a Intelligence of 16 or higher


  • Level 1: Gain a bonus to all Raw Explosives, and mine damage roll equal to your Intelligence bonus.
  • Level 2: Gain Half your proficiency (rounded up) to any DC for any Raw Explosives you use.
  • Level 3: Gain advantage on all Demolitions Tools check used to set Raw explosives and mines.
  • Level 4: Gain your proficiency instead of half, to any DC for any Raw Explosives you use.

Grenade Training 1-4


  • Level 1: Gain a bonus to all Grenade and Grenade launcher damage rolls equal to your Wisdom modifier.
  • Level 2: Gain Half your proficiency (rounded up) to any DC for any Grenade and Grenade launcher you use.
  • Level 3: you may reroll the deviation die, and use either result.
  • Level 4: Gain your proficiency instead of half, to any DC for any Grenade and Grenade launcher you use.

Thrown Training 1-4


  • Level 1: Increase your Throw Range +5ft.
  • Level 2: You may reroll one critical failure with a thrown weapon per day
  • Level 3: Increase your Throw Range +5ft.
  • Level 4: You may reroll a number of critical failure with a thrown weapons equal to your Dexterity Bonus. Tease uses are regained after a long rest is Preformed

Field Mess

You gain all benefits of this Training programs when you gain level 1.


Level 1:

  • You gain proficiency with Mess kit if you don't already have it.
  • As part of a Short Rest, you can cook food, provided you have ingredients and Mess Kit on hand. You can prepare enough of this food for a number of creatures equal to your Wisdom bonus + your Proficiency Bonus. At the end of the Short Rest, any creature who eats the food and spends one or more Hit Dice to regain Hit Points regains an extra 1d4 Hit Points per HD used.
  • With one hour of work or when you finish a Long Rest, you can cook a number of Snack equal to your Proficiency Bonus plus your Wisdom Mod. These Special treats last 12 hours after being made. A creature can use a Bonus Action to eat one of those snacks to gain Temporary Hit Points equal to your Proficiency Bonus + you Wisdom bonus.

Weapons

Holdout Pistols

Name Damage Missfire/Crit Range Weight Properties Modifications Req Points
Beretta 950 Jetfire
.22 LR 1d4+2 1-2/20 10ft 0.6lb 1H, Lite, Covert, CQC, Recoil (7), Dependable, Inaccurate (-1), Reloading, Ammunition 8/.22LR - 3
.25 ACP 1d6 1-2/20 10ft 0.6lb 1H, Lite, Covert, CQC, Recoil (5), Dependable, Inaccurate (-1), Reloading, Ammunition 8/.25 ACP - 3
Colt Model 1908 Vest Pocket
.25 ACP 1d6 1/20 10ft 0.8lb 1H, Lite, CQC, Recoil (4), Inaccurate (-1), Reloading, Dependable, Ammunition 6/.25 ACP - 3
COP, Inc. COP
.357 Magnum 3d4+1 1-2/19-20 10ft 1.8lb 1H, Lite, Covert, CQC, Recoil (20), Reloading, Ammunition 4/.357 Magnum - 5
General Motors Liberato
.45 ACP 1d12+1 1/19-20 5ft 1lb 1H, Lite, Covert, CQC, Recoil (18), Inaccurate (-4), Reloading, Ammunition 1/.45 ACP - 8
Kel-Tec P3AT
.380 ACP 2d4 1-2/20 15ft 0.5lb 1H, Lite, Covert, CQC, Recoil (16), Inaccurate (-1), Inaccurate (-1), Reloading, Ammunition 6/.380 ACP - 3
RSA Ots-21
9×18mm Makarov 2d4 1-2/20 10ft 1.2lb 1H, Lite, Covert, CQC, Recoil (14), Inaccurate (-1), Inaccurate (-1), Reloading, Ammunition 5/9×18mm Makarov - 3
Sharps Model 1A
.22 LR 1d4+2 1/20 5ft 0.4lb 1H, Lite, Covert, CQC, Recoil (18), Inaccurate (-2), Manual action, Reloading, Ammunition 4/.22 LR - 3

Backup Pistols

Name Damage Missfire/Crit Range Weight Properties Modifications Req Points
Glock 28
.380 ACP 1d8 1/20 20ft 1.2lb 1H, Lite, Covert, CQC, Recoil (14), Reloading, Ammunition 12/.308 ACP - 6
Makarov PM
9x18mm Makarov 2d4 1-2/20 20ft 1.6lb 1H, Lite, Covert, CQC, Recoil (10), Reloading, Ammunition 8/9x18mm Makarov 4
Makarov PB
9x18mm Makarov 2d4 1-2/20 20ft 1.9lb 1H, Lite, Covert, CQC, Recoil (9), Reloading, Ammunition 8/9x18mm Makarov Built in Suppressor 18
SiG-Sauer P239
9mm P 1d10+1 1-2/20 20ft 1.7lb 1H, Lite, Covert, CQC, Recoil (15), Reloading, Ammunition 8/9mm P - 6
.357 SiG 2d6+1 1-2/20 20ft 1.7lb 1H, Lite, Covert, CQC, Recoil (16), Reloading, Ammunition 7/.357 SiG - 6
.40 S&W 1d12 1-2/20 20ft 1.7lb 1H, Lite, Covert, CQC, Recoil (14), Takedown, Reloading, Ammunition 7/.40 S&W - 6

Backup Pistols, Continued

Name Damage Missfire/Crit Range Weight Properties Modifications Req Points
Walther PP
.22 LR 1d4+2 1-2/20 15ft 1.5lb 1H, Lite, Covert, CQC, Recoil (3), Reloading, Ammunition 8/- - 4
.25 ACP 1d6 1-2/20 15ft 1.5lb 1H, Lite, Covert, CQC, Recoil (2), Reloading, Ammunition 8/- - 4
.32 ACP 1d6+1 1-2/20 20ft 1.5lb 1H, Lite, Covert, CQC, Recoil (7), Reloading, Ammunition 8/- - 4
.380 ACP 1d8 1-2/20 20ft 1.5lb 1H, Lite, Covert, CQC, Recoil (11), Reloading, Ammunition 8/- - 4
Walther PPK
.22 LR 1d4+2 1-2/20 10ft 1.3lb 1H, Lite, Covert, CQC, Recoil (3), Reloading, Ammunition -/- - 5
.25 ACP 1d6 1-2/20 10ft 1.3lb 1H, Lite, Covert, CQC, Recoil (2), Reloading, Ammunition -/- - 5
.32 ACP 1d6+1 1-2/20 15fft 1.3lb 1H, Lite, Covert, CQC, Recoil (8), Reloading, Ammunition -/- - 5
.380 ACP 1d8 1-2/20 15ft 1.3lb 1H, Lite, Covert, CQC, Recoil (13), Reloading, Ammunition -/- - 5
Glock 26
9mm P 1d10+1 1/20 20ft 1.2lb 1H, Lite, Covert, CQC, Recoil (18), Reloading, Ammunition - 6
Glock 27
.40 S&W 1d12 1/20 20ft 1.2lb 1H, Lite, Covert, CQC, Recoil (17), Takedown, Reloading, Ammunition -/- - 6
Glock 29
10mm ACP 2d6 1/19-20 20ft 1.5lb 1H, Lite, Covert, CQC, Recoil (16), Takedown, Reloading, Ammunition -/- - 7
Glock 30
.45 ACP 1d12+1 1/19-20 20ft 1.5lb 1H, Lite, Covert, CQC, Recoil (17), Takedown, Reloading, Ammunition -/- - 7
Glock 33
.357 SiG 2d6+1 1/20 20ft 1.2lb 1H, Lite, Covert, CQC, Recoil (14), Reloading, Ammunition -/- - 6
H&K P7
9mm P 1d10+1 1/20 20ft 1.9lb 1H, Lite, Covert, CQC, Recoil (14), Reloading, Ammunition -/- - 10
.40 S&W 1d12 1/20 20ft 2.7lb 1H, Lite, Covert, CQC, Recoil (10), Takedown, Reloading, Ammunition -/- - 10
Kimber Ultra Carry
.40 S&W 1d12 1/20 20ft 1.6lb 1H, Lite, Covert, CQC, Recoil (16), Takedown, Reloading, Ammunition -/- - 7
.45 ACP 1d12+1 1/19-20 20ft 1.6lb 1H, Lite, Covert, CQC, Recoil (16), Takedown, Reloading, Ammunition -/- - 7

Service Pistols

Name Damage Missfire/Crit Range Weight Properties Modifications Req Points
Beretta 92
9mm P 1d10+1 1–2/20 25ft -lb 1H, Lite, CQC, Recoil (12), Reloading, Ammunition -/- - 6
Beretta 93R
9mm P 1d10+1 1–3/20 25ft -lb 1H, Lite, CQC, Recoil (10), Reloading, Ammunition -/- Select fire S/B 14
Luger P08
9mm P 1d10+1 1–3/20 20ft -lb 1H, CQC, Recoil (13), Reloading, Ammunition -/- - 7
Ruger Mark III
.22 LR 1d4+2 1–2/20 20ft -lb 1H, Lite, CQC, Recoil (2), Reloading, Ammunition -/- - 4
Colt M1911A1
.45 ACP 1d12+1 1/19–20 25ft -lb 1H, Lite, CQC, Recoil (11), Dependable, Takedown, Reloading, Ammunition -/- - 7
FN Browning High-Power
9mm P 1d10+1 1/20 25ft -lb Lite, 1H, CQC, Recoil (12), Dependable, Reloading, Ammunition -/- - 6
.40 S&W 1d12 1/20 25ft -lb 1H, CQC, Recoil (13), Takedown, Reloading, Ammunition -/- - 6
FN Five-seveN
5.7×28mm 1d8+2 1-2/20 30ft -lb 1H, Lite, CQC, Recoil (11), Reloading, Ammunition -/- - 10
Glock 17
9mm P 1d10+1 1/20 25ft -lb 1H, CQC, Recoil (17), Reloading, Ammunition -/- - 6
Glock 17L
9mm P 1d10+1 1/20 35ft -lb 1H, CQC, Recoil (16), Reloading, Ammunition -/- - 9
Glock 18
9mm P 1d10+1 1–3/20 25ft -lb 1H, CQC, Recoil (16), select fire S/B/A Reloading, Ammunition -/- - 10
Glock 20
10mm ACP 2d6 1/19–20 25ft -lb 1H, CQC, Recoil (18), Takedown, Reloading, Ammunition -/- - 8
Glock 21
.45 ACP 1d12+1 1/19–20 25ft -lb 1H, CQC, Recoil (16), Takedown, Reloading, Ammunition -/- - 8
Glock 22
.40 S&W 1d12 1/20 25ft -lb 1H, CQC, Recoil (18), Takedown, Reloading, Ammunition -/- - 7
Glock 24
.40 S&W 1d12 1/20 35ft -lb 1H, CQC, Recoil (17), Takedown, Reloading, Ammunition -/- - 10
Glock 31
.357 SiG 2d6+1 1/20 25ft -lb 1H, CQC, Recoil (18), Reloading, Ammunition -/- - 7

Service Pistols Continued

Name Damage Missfire/Crit Range Weight Properties Modifications Req Points
H&K USP
9mm P 1d10+1 1/20 25ft -lb 1H, CQC, Recoil (15), Reloading, Ammunition -/- - 6
40 S&W 1d12 1/20 25ft -lb 1H, CQC, Recoil (16), Takedown, Reloading, Ammunition -/- - 7
45 ACP 1d12+1 1/19–20 25ft -lb 1H, CQC, Recoil (16), Takedown, Reloading, Ammunition -/- - 8
Magnum Research Desert Eagle
.357 Magnum 3d4+1 1–2/19–20 40ft -lb 1H, Light, CQC, Recoil (11), Reloading, Ammunition -/- - 11
.41 Magnum 3d4 1–2/19–20 35ft -lb 1H, Light, CQC, Recoil (8), Takedown, Reloading, Ammunition -/- - 11
.44 Magnum 2d6+2 1–3/19–20 35ft -lb 1H, Light, CQC, Recoil (11), Takedown, Reloading, Ammunition -/- - 12
.50 Action Express 3d6+1 1–3/19–20 40ft -lb 1H, CQC, Recoil (19), Takedown, Reloading, Ammunition -/- - 15
SiG P210
9mm P 1d10+1 1–2/20 30ft -lb 1H, Light, CQC, Recoil (13), Reloading, Ammunition -/- - 11
SiG-Sauer P220
.32 ACP 1d6+1 1–2/20 25ft -lb 1H, Light, CQC, Recoil (6), Dependable, Reloading, Ammunition -/- - 8
9mm P 1d10+1 1–2/20 25ft -lb 1H, CQC, Recoil (16), Dependable, Reloading, Ammunition -/- - 7
.38 Super 1d8+2 1–2/20 25ft -lb 1H, CQC, Recoil (15), Dependable, Reloading, Ammunition -/- - 7
.45 ACP 1d12+1 1–2/19–20 25ft -lb 1H, CQC, Recoil (17), Dependable, Takedown, Reloading, Ammunition -/- - 7
SiG-Sauer P226
9mm P 1d10+1 1–2/20 25ft -lb 1H, CQC, Recoil (16), Dependable, Reloading, Ammunition -/- - 7
.357 SiG 2d6+1 1–2/20 25ft -lb 1H, CQC, Recoil (17), Dependable, Reloading, Ammunition -/- - 7
.40 S&W 1d12 1–2/20 25ft -lb 1H, CQC, Recoil (15), Dependable, Takedown, Reloading, Ammunition -/- - 7
SiG-Sauer P229
.357 SiG 2d6+1 1–2/20 25ft -lb 1H, CQC, Recoil (18), Reloading, Ammunition -/- - 7
.40 S&W 1d12 1–2/20 25ft -lb 1H, CQC, Recoil (16), Takedown, Reloading, Ammunition -/- - 7
9mm P 1d10+1 1–2/20 25ft -lb 1H, CQC, Recoil (15), Reloading, Ammunition -/- - 8
Walther P99/Smith & Wesson SW99
9mm P 1d10+1 1–2/20 25ft -lb 1H, CQC, Recoil (16), Reloading, Ammunition -/- - 7
.40 S&W 1d12 1–2/20 25ft -lb 1H, CQC, Recoil (17), Takedown, Reloading, Ammunition -/- - 7
H&K Mk. 23
.45 ACP 1d12+1 1/19–20 30ft -lb 1H, CQC, Recoil (12), Dependable, Takedown, Reloading, Ammunition -/- - 22

Backup Revolvers

Name Damage Missfire/Crit Range Weight Properties Modifications Req Points
Colt Detective Special
.38 Special 1d8+1 1/20 15ft -lb 1H, Lite, Covert, CQC, Recoil (15), Reloading, Ammunition 6/- - 3
NAA Mini-Revolver
.17 HMR 2d4+2 1/20 10ft -lb 1H, Lite, Covert, CQC, Recoil (17), Reloading, Ammunition 5/- - 2
.22 LR 1d4+2 1/20 5ft -lb 1H, Lite, Covert, CQC, Recoil (13), Reloading, Ammunition 5/- - 2
.22 Magnum 2d4+2 1/20 10ft -lb 1H, Lite, Covert, CQC, Recoil (17), Reloading, Ammunition 5/- - 2
Smith & Wesson Bodyguard
.38 Special 1d8+1 1/20 15ft -lb 1H, Lite, Covert, CQC, Recoil (16), Reloading, Ammunition 5/- - 4
Smith & Wesson Chief’s Specia
.38 Special 1d8+1 1/20 15ft -lb 1H, Lite, Covert, CQC, Recoil (13), Reloading, Ammunition 5/- - 4
Smith & Wesson Ladysmith
.22 LR 1d4+2 1/20 10ft -lb 1H, Light, Covert, CQC, Recoil (3), Reloading, Ammunition 7/- - 3
.38 Special 1d8+1 1/20 15ft -lb 1H, Lite, Covert, CQC, Recoil (13), Reloading, Ammunition 5/- - 3
Smith & Wesson Bodyguard
.357 Magnum 3d4+1 1/19–20 20ft -lb 1H, Lite, Covert, CQC, Recoil (18), Reloading, Ammunition 5/- - 4
Smith & Wesson Ladysmith
.357 Magnum 3d4+1 1/19–20 15ft -lb 1H, Lite, Covert, CQC, Recoil (18), Reloading, Ammunition 5/- - 3

Service Revolvers

Name Damage Missfire/Crit Range Weight Properties Modifications Req Points
Colt Police Positive
.22 LR 1d4+2 1/20 15ft -lb 1H, CQC, Recoil (3), Reloading, Ammunition 6/- - 4
.32 S&W 1D4+2 1/20 15ft -lb 1H, CQC, Recoil (3), Reloading, Ammunition 6/- - 4
.38 Special 1d8+1 1/20 20ft -lb 1H, CQC, Recoil (14), Reloading, Ammunition 6/- - 4
Webley Mk. 6
.455 British Service 1d8 1/20 20ft -lb 1H, CQC, Recoil (5), Reloading, Ammunition 6/- - 7

Service Revolvers Continued

Name Damage Missfire/Crit Range Weight Properties Modifications Req Points
Colt Single Action Army
.22 LR 1d4+2 1/20 15ft -lb 1H, CQC, Recoil (2), Manual Action, Reloading, Ammunition 6/- - 14
.357 Magnum 3d4+1 1/19–20 30ft -lb light, 1H, CQC, Recoil (18), Manual Action, Reloading, Ammunition 6/- - 14
.44-40 1d12+2 1/19–20 30ft -lb 1H, CQC, Recoil (17), Manual Action, Takedown, Reloading, Ammunition 6/- - 14
.45 Long Colt 1d12 1/19–20 30ft -lb 1H, CQC, Recoil (11), Manual Action, Takedown, Reloading, Ammunition 6/ - 14
Colt Python
.357 Magnum 3d4+1 1/19–20 30ft -lb light, 1H, CQC, Recoil (18), Dependable, Reloading, Ammunition 6/- - 7
Manurhin MR-73
.357 Magnum 3d4+1 1/19–20 30ft -lb light, 1H, CQC, Recoil (18), Dependable, Reloading, Ammunition 6/- - 6
9mm P 1d10+1 1/20 25ft -lb light, 1H, CQC, Recoil (13), Dependable, Reloading, Ammunition 6/- - 6
Taurus Model 608
.357 Magnum 3d4+1 1/19–20 30ft -lb 1H, CQC, Recoil (15), Reloading, Ammunition 8/- - 5

Hunting Revolvers

Name Damage Missfire/Crit Range Weight Properties Modifications Req Points
Ruger Super Redhawk
.44 Magnum 2d6+2 1/19–20 35ft -lb 1H, CQC, Recoil (15), Dependable, Takedown, Reloading, Ammunition 6/- - 7
.454 Casull 3d6+1 1/19–20 45ft -lb 1H, CQC, Recoil (15), Dependable, Takedown, Reloading, Ammunition 6/- - 9
Smith & Wesson Model 500
.500 Magnum 4d4+2 1/19–20 45ft -lb 1H, CQC, Recoil (15), Takedown, Reloading, Ammunition 5/- - 10
Smith & Wesson Model 629
.44 Magnum 2d6+2 1/19–20 35ft -lb 1H, CQC, Recoil (15), Dependable, Takedown, Reloading, Ammunition 6/- - 8

Semi Auto Rifles

Name Damage Missfire/Crit Range Weight Properties Modifications Req Points
Ruger 10/22
.22 LR 1d4+2 1–2/20 20ft -lb 2H, Recoil (1), Dependable, Reloading, Ammunition 10/- - 3
SVU-A
7.62×54mm Russian 1d8+2 1–2/19–20 75ft -lb 2H, Recoil (14), Accurate (1), Reloading, Ammunition 10/- - 26
Ruger Mini-14
5.56×45mm NATO 4d4 1/20 125ft -lb 2H, Recoil (13), Reloading, Ammunition 30/- - 5
Ruger Mini-30
7.6×39mm Russian 3d6 1/20 100ft -lb 2H, Recoil (15), Reloading, Ammunition 30/- - 5

Semi Auto Rifles continued

Name Damage Missfire/Crit Range Weight Properties Modifications Req Points
H&K MSG-90
7.62×51mm NATO 4d4+2 1–2/19–20 175ft -lb 2H, Recoil (12), Accurate (2), Dependable, Reloading, Ammunition 20/- - 45
Springfield Armory M21
7.62×51mm NATO 4d4+2 1–2/19–20 150ft -lb 2H, Recoil (15), Accurate (2), Reloading, Ammunition 20/- - 28
MK 14 EBR
7.62×51mm NATO 4d4+2 1/19-20 175ft -lb 2H, Recoil (14), Dependable, Accurate (2), Reloading, Ammunition 20/- - 45
H&K PSG-1
7.62×51mm NATO 4d4+2 1–2/19–20 225ft -lb 2H, Recoil (10), Accurate (3), Reloading, Ammunition 5/- - 85
KAC SR25
7.62×51mm NATO 4d4+2 1–2/19–20 200ft -lb 2H, Recoil (14), Accurate (2), Reloading, Ammunition 20/- Integral Suppressor 28
Barrett M82A1
.50 BMG 2d12+2 1–2/18–20 350ft -lb 2H, Recoil (17), Accurate (1), Takedown, Reloading, Ammunition 5/- - 105
NORINCO KBU-88
5.8×42mm 3d6 1–2/19–20 175ft -lb 2H, Recoil (15), Accurate (1), Reloading, Ammunition 10/- - 18
Dragunov SVD
7.62×54mm Russian 2d10+1 1–2/19–20 200ft -lb 2H, Recoil (17), Accurate (1), Reloading, Ammunition 10/- - 19
Simonov SKS
7.62×39mm Russian 3d6 1/20 200ft -lb 2H, Recoil (12), Dependable, Reloading, Ammunition 10/- - 2
Springfield Armory M1 Garand
.30-06 2d10+1 1–2/19–20 150ft -lb 2H, Recoil (14), Dependable, Reloading, Ammunition 8/- - 28

Assault Rifle

Name Damage Missfire/Crit Range Weight Properties Modifications Req Points
Colt Commando
5.56x45mm NATO 4d4 1–4/20 50ft -lb 2H, Recoil (15), Reloading, Ammunition 20/- Magazine, sight 8
Colt M16
5.56x45mm NATO 4d4 1–4/20 125 ft. -lb 2H, Recoil (13), Reloading, Ammunition 30/- Magazine, sight 6
Colt M16A1
5.56x45mm NATO 4d4 1–4/20 125 ft. -lb 2H, Recoil (13), Reloading, Ammunition 30/- Magazine, sight 7
Colt M16A2/M16A4
5.56x45mm NATO 4d4 1–3/20 125 ft. -lb 2H, Recoil (10), Select fire S/B Reloading, Ammunition 30/- Compensator, Under Barrel, Magazine, Sight, Side Rails 8
Colt M16A3
5.56x45mm NATO 4d4 1–3/20 125 ft. -lb 2H, Recoil (10), Reloading, Ammunition 30/- Compensator, Under Barrel, Magazine, Sight, Side Rails 8

Assault Rifles continued

Name Damage Missfire/Crit Range Weight Properties Modifications Req Points
Colt M4
5.56x45mm NATO 4d4 1–3/20 100ft -lb 2H, Recoil (12), Select Fire S/B, Reloading, Ammunition 30/- Compensator, Barrel, Under Barrel, Magazine, Grip, Stock, Sight, Side Rails 7
Colt M4A1
5.56x45mm NATO 4d4 1–3/20 100 ft. -lb 2H, Recoil (12), Reloading, Ammunition 30/- Compensator, Barrel, Under Barrel, Magazine, Grip, Stock, Sight, Side Rails 8
Colt M4 SOPMOD
5.56x45mm NATO 4d4 1–2/19-20 125ft 7.5lb 2H, Recoil (11), Accurate (2), Dependable, Select Fire S/B, Reloading, Ammunition 30/- Compensator, Barrel, Under Barrel, Magazine, Grip, Stock, Receiver, Sight, Side Rails 45
Enfield L85A1
5.56x45mm NATO 4d4 1–4/20 125 ft. -lb 2H, Recoil (9), Reloading, Ammunition 30/- - 7
Enfield L85A2
5.56x45mm NATO 4d4 1–3/20 125ft. -lb 2H, Recoil (9), Reloading, Ammunition 30/- - 8
GIAT FAMAS F1
5.56x45mm NATO 4d4 1–3/20 125ft. -lb 2H, Recoil (11), Reloading, Ammunition 25/- - 8
GIAT FAMAS G2
5.56x45mm NATO 4d4 1–3/20 125ft. -lb 2H, Recoil (10), Reloading, Ammunition 30/- - 9
H&K HK33A2
5.56x45mm NATO 4d4 1–2/20 125ft. -lb 2H, Recoil (10), Reloading, Ammunition 30/- - 9
H&K HK33A3
5.56x45mm NATO 4d4 1–2/20 125ft. -lb 2H, Recoil (10), Reloading, Ammunition 30/- - 9
H&K HK33SG1
5.56x45mm NATO 4d4 1–2/20 125ft. -lb 2H, Recoil (10), Accurate (+1), Reloading, Ammunition -/- - 67
H&K HK53A2
5.56x45mm NATO 4d4 1–2/20 50ft -lb 2H, Recoil (14), Reloading, Ammunition 30/- - 13
H&K HK53A3
5.56x45mm NATO 4d4 1–2/20 50ft -lb 2H, Recoil (15), Reloading, Ammunition 30/- - 13
H&K G36
5.56x45mm NATO 4d4 1–3/20 125ft. -lb 2H, Recoil (12), Dependable, Reloading, Ammunition 30/- - 14
H&K G36C
5.56x45mm NATO 4d4 1–3/20 50ft. -lb 2H, Recoil (14), Dependable, Reloading, Ammunition 30/- - 15
H&K G36K
5.56x45mm NATO 4d4 1–3/20 100ft. -lb 2H, Recoil (13), Dependable, Reloading, Ammunition 30/- - 13

Assault Rifles Continued

Name Damage Missfire/Crit Range Weight Properties Modifications Req Points
NORINCO QBZ-95
5.8x42mm 3d6+1 1–3/19–20 150ft. -lb 2H, Recoil (17), Reloading, Ammunition 30/- - 14
NORINCO QBZ-97
5.56x45mm NATO 4d4 1–3/20 125ft. -lb 2H, Recoil (12), Reloading, Ammunition 30/- - 9
RSA AK-47
7.62x39mm Russian 3d6 1–2/20 125ft -lb 2H, Recoil (11), Dependable, Reloading, Ammunition 30/- - 5
RSA AK-74
5.45x39mm Russian 2d8+1 1–2/20 125ft -lb 2H, Recoil (10), Reloading, Ammunition 30/- - 5
RSA AK-101
5.56x45mm NATO 4d4 1–3/20 125ft. -lb 2H, Recoil (12), Dependable, Reloading, Ammunition 30/- - 6
RSA AKS
7.62x39mm Russian 3d6 1–2/20 125ft. -lb 2H, Recoil (11), Reloading, Ammunition 30/- - 6
RSA AKS-74
5.45x39mm Russian 2d8+1 1–2/20 125ft. -lb 2H, Recoil (10), Reloading, Ammunition 30/- - 5
RSA AKS-74U
5.45x39mm Russian 2d8+1 1–3/20 125ft. -lb 2H, Recoil (12), Reloading, Ammunition 30/- - 8
RSA AKS-74U-UBN
5.45x39mm Russian 2d8+1 1–3/20 125ft. -lb 2H, Recoil (10), Reloading, Ammunition 30/- - 21
Steyr AUG Para
9mm P 1d10+1 1–3/20 35ft. -lb 2H, Recoil (4), Reloading, Ammunition 30/- - 12
Steyr AUG
5.56x45mm NATO 4d4 1–3/20 125ft -lb 2H, Recoil (10), Reloading, Ammunition 30/- - 13
Steyr AUG Carbine
5.56x45mm NATO 4d4 1–3/20 100ft -lb 2H, Recoil (11), Reloading, Ammunition 30/- - 13
FN FAL
7.62x51mm NATO 4d4+2 1–3/19–20 175ft. -lb 2H, Recoil (17), Dependable, Reloading, Ammunition 20/- - 9
FN FAL “Para”
7.62x51mm NATO 4d4+2 1–3/19–20 160ft. -lb 2H, Recoil (18), Reloading, Ammunition 20/- - 9
H&K G3A3
7.62x51mm NATO 4d4+2 1–2/19–20 175ft. -lb 2H, Recoil (16), Reloading, Ammunition 20/- - 11
H&K G3A4
7.62x51mm NATO 4d4+2 1–2/19–20 175ft. -lb 2H, Recoil (17), Reloading, Ammunition 20/- - 11
H&K G3 SG/1
7.62x51mm NATO 4d4+2 1–2/19–20 175ft. -lb 2H, Recoil (17), Accurate (1), Reloading, Ammunition 20/- - 8
Springfield Armory M14
7.62x51mm NATO 4d4+2 1–3/19–20 150ft. -lb 2H, Recoil (15), Dependable, Reloading, Ammunition 20/- - 11

Break action Shotguns

Name Damage Missfire/Crit Range Weight Properties Modifications Req Points
Browning Superposed
.410 (slug) 2d6+2 1/20 10ft lb 2H, Recoil (4), Takedown, Dependable, Imprecise, Reloading, Ammunition 2/- - 20
.410 (shot) 3d4+1 1/20 10ft lb 2H, Recoil (4), Takedown, Dependable, Imprecise, Reloading, Ammunition 2/- - 20
20 gauge (slug) 2d8+2 1/19-20 20ft -lb 2H, Recoil (12), Takedown, Dependable, Imprecise, Reloading, Ammunition 2/- - 10
20 gauge (shot) 4d4+1 1/20 20ft -lb 2H, Recoil (12), Takedown, Dependable, Imprecise, Reloading, Ammunition 2/- - 10
12 gauge (slug) 2d12+2 1/19-20 30ft -lb 2H, Recoil (17), Takedown, Dependable, Imprecise, Reloading, Ammunition 2/- - 12
12 gauge (shot) 6d4+1 1/20 30ft -lb 2H, Recoil (17), Takedown, Dependable, Imprecise, Reloading, Ammunition 2/- - 12
Charles Daly Field II Hunter
410 (slug) 2d6+2 1/20 10ft -lb 2H, Recoil (4), Takedown, Dependable, Imprecise, Reloading, Ammunition 2/- - 8
410 (shot) 3d4+1 1/20 10ft -lb 2H, Recoil (4), Takedown, Dependable, Imprecise, Reloading, Ammunition 2/- - 8
20 gauge (slug) 2d8+2 1/19-20 20ft -lb 2H, Recoil (12), Takedown, Dependable, Imprecise, Reloading, Ammunition 2/- - 8
20 gauge (shot) 4d4+1 1/20 20ft -lb 2H, Recoil (12), Takedown, Dependable, Imprecise, Reloading, Ammunition 2/- - 8
16 gauge (slug) 2d10+2 1/19-20 25ft -lb 2H, Recoil (14), Takedown, Dependable, Imprecise, Reloading, Ammunition 2/- - 9
16 gauge (shot) 5d4+1 1/20 25ft -lb 2H, Recoil (14), Takedown, Dependable, Imprecise, Reloading, Ammunition 2/- - 9
12 gauge (slug) 2d12+2 1/19-20 25ft -lb 2H, Recoil (17), Takedown, Dependable, Imprecise, Reloading, Ammunition 2/- - 10
12 gauge (shot) 6d4+1 1/20 25ft -lb 2H, Recoil (17), Takedown, Dependable, Imprecise, Reloading, Ammunition 2/- - 10
10 gauge (slug) 3d10+2 1/18-20 30ft -lb 2H, Recoil (19), Takedown, Dependable, Imprecise, Reloading, Ammunition 2/- - 9
10 gauge (shot) 5d6+1 1/20 30ft -lb 2H, Recoil (19), Takedown, Dependable, Imprecise, Reloading, Ammunition 2/- - 9
Savage Arms Model 24
.410 (slug) 2d6+2 1/20 10ft -lb 2H, Recoil (3), Takedown, Dependable, Imprecise, Reloading, Ammunition 1/- - 6
.410 (shot) 3d4+1 1/20 10ft -lb 2H, Recoil (3), Takedown, Dependable, Imprecise, Reloading, Ammunition 1/- - 6
20 gauge (slug) 2d8+2 1/19-20 20ft -lb 2H, Recoil (11), Takedown, Dependable, Imprecise, Reloading, Ammunition 1/- - 8
20 gauge (shot) 4d4+1 1/20 20ft -lb 2H, Recoil (11), Takedown, Dependable, Imprecise, Reloading, Ammunition 1/- - 8
12 gauge (slug) 2d12+2 1/19-20 25ft -lb 2H, Recoil (16), Takedown, Dependable, Imprecise, Reloading, Ammunition 1/- - 10
12 gauge (shot) 6d4+1 1/20 25ft -lb 2H, Recoil (16), Takedown, Dependable, Imprecise, Reloading, Ammunition 1/- - 10
Winchester Model 21
20 gauge (slug) 2d8+2 1/19-20 20ft -lb 2H, Recoil (12), Takedown, Dependable, Imprecise, Reloading, Ammunition 2/- - 7
20 gauge (shot) 4d4+1 1/20 20ft -lb 2H, Recoil (12), Takedown, Dependable, Imprecise, Reloading, Ammunition 2/- - 7

Break action Shotguns continued

Name Damage Missfire/Crit Range Weight Properties Modifications Req Points
16 gauge (slug) 2d10+2 1/19-20 25ft -lb 2H, Recoil (14), Takedown, Dependable, Imprecise, Reloading, Ammunition 2/- - 9
16 gauge (shot) 5d4+1 1/20 25ft -lb 2H, Recoil (14), Takedown, Dependable, Imprecise, Reloading, Ammunition 2/- - 9
12 gauge (slug) 2d12+2 1/19-20 25ft -lb 2H, Recoil (17), Takedown, Dependable, Imprecise, Reloading, Ammunition 2/- - 8
12 gauge (shot) 6d4+1 1/20 25ft -lb 2H, Recoil (17), Takedown, Dependable, Imprecise, Reloading, Ammunition 2/- - 8

Pump Action Shotguns

Name Damage Missfire/Crit Range Weight Properties Modifications Req Points
KAC Masterkey
12 gauge (slug) 2d12+2 1/19-20 25ft -lb 2H, Recoil (16), Takedown, Unreliable, Imprecise, Reloading, Ammunition 3/- - 16
12 gauge (shot) 6d4+1 1/20 25ft -lb 2H, Recoil (16), Takedown, Unreliable, Imprecise, Reloading, Ammunition 3/- - 16
Browning BPS Stalker
12 gauge (slug) 2d12+2 1/19-20 25ft -lb 2H, Recoil (17), Takedown, Imprecise, Reloading, Ammunition 4/- - 6
12 gauge (shot) 6d4+1 1/20 25ft -lb 2H, Recoil (17), Takedown, Imprecise, Reloading, Ammunition 4/- - 6
10 gauge (slug) 3d10+2 1/18-20 30ft -lb 2H, Recoil (18), Takedown, Imprecise, Reloading, Ammunition 4/- - 7
10 gauge (shot) 5d6+1 1/20 30ft -lb 2H, Recoil (18), Takedown, Imprecise, Reloading, Ammunition 4/- - 7
Remington Model 870
20 gauge (slug) 2d8+2 1/19-20 20ft -lb 2H, Recoil (13), Takedown, Dependable, Imprecise, Reloading, Ammunition 4/- - 4
20 gauge (shot) 4d4+1 1/20 20ft -lb 2H, Recoil (13), Takedown, Dependable, Imprecise, Reloading, Ammunition 4/- - 4
16 gauge (slug) 2d10+2 1/19-20 25ft -lb 2H, Recoil (14), Takedown, Dependable, Imprecise, Reloading, Ammunition 4/- - 6
16 gauge (shot) 5d4+1 1/20 25ft -lb 2H, Recoil (14), Takedown, Dependable, Imprecise, Reloading, Ammunition 4/- - 6
12 gauge (slug) 2d12+2 1/19-20 25ft -lb 2H, Recoil (17), Takedown, Dependable, Imprecise, Reloading, Ammunition 4/- - 8
12 gauge (shot) 6d4+1 1/20 25ft -lb 2H, Recoil (17), Takedown, Dependable, Imprecise, Reloading, Ammunition 4/- - 8
Remington Model 870P
12 gauge (slug) 2d12+2 1/19-20 25ft -lb 2H, Recoil (17), Takedown, Dependable, Imprecise, Reloading, Ammunition 7/- - 7
12 gauge (shot) 6d4+1 1/20 25ft -lb 2H, Recoil (17), Takedown, Dependable, Imprecise, Reloading, Ammunition 7/- - 7
Truvelo Neostead
12 gauge (slug) 2d12+2 1/19-20 25ft -lb 2H, Recoil (18), Takedown, Quirky, Imprecise, Reloading, Ammunition 12/- - 30
12 gauge (shot) 6d4+1 1/20 25ft -lb 2H, Recoil (18), Takedown, Quirky, Imprecise, Reloading, Ammunition 12/- - 30
Name Damage Missfire/Crit Range Weight Properties Modifications Req Points
Winchester Model 1897
12 gauge (slug) 2d12+2 1/19-20 25ft -lb 2H, Recoil (17), Takedown, Dependable, Imprecise, Reloading, Ammunition 6/- - 6
12 gauge (shot) 6d4+1 1/20 25ft -lb 2H, Recoil (17), Takedown, Dependable, Imprecise, Reloading, Ammunition 6/- - 6

Semi Auto Shotguns

Name Damage Missfire/Crit Range Weight Properties Modifications Req Points
Saiga 12K
.410 (slug) 2d6+2 1/20 10ft -lb 2H, Recoil (3), Takedown, Imprecise, Reloading, Ammunition 8/- - 4
.410 (shot) 3d4+1 1/20 10ft -lb 2H, Recoil (3), Takedown, Imprecise, Reloading, Ammunition 8/- - 4
20 gauge (slug) 2d8+2 1/19-20 20ft -lb 2H, Recoil (9), Takedown, Imprecise, Reloading, Ammunition 8/- - 6
20 gauge (shot) 3d4+1 1/20 20ft -lb 2H, Recoil (9), Takedown, Imprecise, Reloading, Ammunition 8/- - 6
12 gauge (slug) 2d12+2 1/19-20 25ft -lb 2H, Recoil (16), Takedown, Imprecise, Reloading, Ammunition -/- - 8
12 gauge (shot) 6d4+1 1/20 25ft -lb 2H, Recoil (16), Takedown, Imprecise, Reloading, Ammunition -/- - 8
Benelli M1 Practica
12 gauge (slug) 2d12+2 1/19-20 25ft -lb 2H, Recoil (17), Takedown, Imprecise, Reloading, Ammunition 8/- - 10
12 gauge (shot) 6d4+1 1/20 25ft -lb 2H, Recoil (17), Takedown, Imprecise, Reloading, Ammunition 8/- - 10
Benelli M1 Tactical
12 gauge (slug) 2d12+2 1/19-20 25ft -lb 2H, Recoil (16), Takedown, Imprecise, Reloading, Ammunition 4/- - 8
12 gauge (shot) 6d4+1 1/20 25ft -lb 2H, Recoil (16), Takedown, Imprecise, Reloading, Ammunition 4/- - 8
Benelli M4 Super 90
12 gauge (slug) 2d12+2 1/19-20 25ft -lb 2H, Recoil (16), Takedown, Imprecise, Reloading, Ammunition 6/- - 14
12 gauge (shot) 6d4+1 1/20 25ft -lb 2H, Recoil (16), Takedown, Imprecise, Reloading, Ammunition 6/- - 14
Browning Auto-5
20 gauge (slug) 2d8+2 1/19-20 20ft -lb 2H, Recoil (9), Takedown, Imprecise, Reloading, Ammunition 5/- - 5
20 gauge (shot) 3d4+1 1/20 20ft -lb 2H, Recoil (9), Takedown, Imprecise, Reloading, Ammunition 5/- - 5
16 gauge (slug) 2d10+2 1/19-20 20ft -lb 2H, Recoil (10), Takedown, Imprecise, Reloading, Ammunition 5/- - 7
16 gauge (shot) 5d4+1 1/20 20ft -lb 2H, Recoil (10), Takedown, Imprecise, Reloading, Ammunition 5/- - 7
12 gauge (slug) 2d12+2 1/19-20 25ft -lb 2H, Recoil (17), Takedown, Imprecise, Reloading, Ammunition 4/- - 9
12 gauge (shot) 6d4+1 1/20 25ft -lb 2H, Recoil (17), Takedown, Imprecise, Reloading, Ammunition 4/- - 9

Semi Auto Shotguns continued

Name Damage Missfire/Crit Range Weight Properties Modifications Req Points
Daewoo USAS-12
12 gauge (slug) 2d12+2 1/19-20 25ft -lb 2H, Recoil (14), Takedown, Imprecise, Reloading, Ammunition 10/- - 38
12 gauge (shot) 6d4+1 1/20 25ft -lb 2H, Recoil (14), Takedown, Imprecise, Reloading, Ammunition 10/- - 38
Franchi SPAS-12
12 gauge (slug) 2d12+2 1/19-20 25ft -lb 2H, Recoil (17), Takedown, Dependable, Imprecise, Reloading, Ammunition 8/- - 10
12 gauge (shot) 6d4+1 1/20 25ft -lb 2H, Recoil (17), Takedown, Dependable, Imprecise, Reloading, Ammunition 8/- - 10
Franchi SPAS-15
12 gauge (slug) 2d12+2 1/19-20 25ft -lb 2H, Recoil (18), Takedown, Imprecise, Reloading, Ammunition 6/- - 45
12 gauge (shot) 6d4+1 1/20 25ft -lb 2H, Recoil (18), Takedown, Imprecise, Reloading, Ammunition 6/- - 45
Reutech Striker
12 gauge (slug) 2d12+2 1/19-20 25ft -lb 2H, Recoil (17), Takedown, Imprecise, Reloading, Ammunition 12/-, Select Fire S/B/A - 33
12 gauge (shot) 6d4+1 1/20 25ft -lb 2H, Recoil (17), Takedown, Imprecise, Reloading, Ammunition 12/-, Select Fire S/B/A - 33

Bolt Action Rifles

Name Damage Missfire/Crit Range Weight Properties Modifications Req Points
Lee-Enfield DeLisle Carbine
.45 ACP 1d12 1/19–20 45ft -lb 2H, Recoil (3), Takedown, Manual Action, Reloading, Ammunition 7/- - 18
Weatherby Mk. V
5.56×45mm NATO 4d4 1/20 125ft -lb 2H, Recoil (11), Manual Action, Reloading, Ammunition 5/- - 16
AI AW
7.62×51mm NATO 4d4+2 1/19–20 175ft -lb 2H, Recoil (12), Accurate (+1), Manual Action, Reloading, Ammunition 10/- - 40
AI AW Covert
7.62×51mm NATO 4d4+2 1/19–20 75ft -lb 2H, Recoil (2), Accurate (+2), Manual Action, Reloading, Ammunition 10/- - 50
AI AW-50
.50 BMG 2d12+2 1/18–20 375 -lb 2H, Recoil (19), Takedown, Accurate (+3), Manual Action, Reloading, Ammunition 5/- - 92
AI AWM
7mm Remington 2d8+2 1/19–20 225ft -lb 2H, Recoil (15), Accurate (+1), Manual Action, Reloading, Ammunition 5/- - 25
.300 Winchester 3d6+2 1/19–20 225ft -lb 2H, Recoil (15), Accurate (+1), Manual Action, Reloading, Ammunition 5/- - 27
.338 Laupa 5d4 1/19–20 250ft -lb 2H, Recoil (17), Accurate (+1), Manual Action, Reloading, Ammunition 4/- - 32

Bolt Action Rifles Continued

Name Damage Missfire/Crit Range Weight Properties Modifications Req Points
AMP DSR-1
7.62×51mm NATO 4d4+2 1/19–20 175ft -lb 2H, Recoil (13), Accurate (+1), Manual Action, Reloading, Ammunition 5/- - 36
.300 Winchester 3d6+2 1/19–20 225ft -lb 2H, Recoil (17), Accurate (+2), Manual Action, Reloading, Ammunition 5/- - 40
.338 Laupa 5d4 1/19–20 250ft -lb 2H, Recoil (18), Accurate (+2), Manual Action, Reloading, Ammunition 4/- - 44
FN Ultra-Ratio Commando II
7.62×51mm NATO 4d4+2 1/19–20 200ft -lb 2H, Recoil (10), Accurate (+1), Takedown, Manual Action, Reloading, Ammunition 10/- - 27
Lee-Enfield No. 1 Mk. 3
.303 British 4d4+2 1/19–20 175ft -lb 2H, Recoil (17), Takedown, Manual Action, Reloading, Ammunition 10/- - 12
Lee-Enfield No. 2
.22 LR 1d4+2 1/20 25ft -lb 2H, Recoil (1), Takedown, Manual Action, Reloading, Ammunition 10/- - 4
Lee-Enfield No. 4 Mk. 1
.303 British 4d4+2 1/19–20 200ft -lb 2H, Recoil (17), Takedown, Manual Action, Reloading, Ammunition 10/- - 14
Lee-Enfield No. 5
.303 British 4d4+2 1/19–20 125ft -lb 2H, Recoil (18), Manual Action, Reloading, Ammunition 10/- - 12
Mauser Model 1898
8mm Mauser 2d10+1 1/19–20 175ft -lb 2H, Recoil (18), Manual Action, Reloading, Ammunition 5/- - 10
Mosin-Nagant M1891
7.62×54mm Russian 2d10+1 1/19–20 175ft -lb 2H, Recoil (18), Manual Action, Reloading, Ammunition 5/- - 6
Mosin-Nagant M1891 Sniper
7.62×54mm Russian 2d10+1 1/19–20 200ft -lb 2H, Recoil (19), Manual Action, Reloading, Ammunition 5/- - 14
Remington Model 700
5.56×45mm NATO 4d4 1/20 125ft -lb 2H, Recoil (12), Manual Action, Reloading, Ammunition 5/- - 7
7mm Remington 2d8+2 1/19–20 225ft -lb 2H, Recoil (13), Manual Action, Reloading, Ammunition 3/- - 9
7.62×51mm NATO 4d4+2 1/19–20 175ft -lb 2H, Recoil (13), Manual Action, Reloading, Ammunition 4/- - 11
.30-06 2d10+1 1/19–20 175ft -lb 2H, Recoil (-), Manual Action, Reloading, Ammunition 4/- - 13
.300 Winchester 3d6+2 1/19–20 125ft -lb 2H, Recoil (15), Manual Action, Reloading, Ammunition 3/- - 15
.375 H&H Magnum 5d4+1 1/19–20 225ft -lb 2H, Recoil (16), Manual Action, Reloading, Ammunition 3/- - 17

Bolt Action Rifles Continued

Name Damage Missfire/Crit Range Weight Properties Modifications Req Points
Remington M24 SWS
7.62×51mm NATO 4d4+2 1/19–20 200ft -lb 2H, Recoil (12), Accurate (+3), Manual Action, Reloading, Ammunition 5/- - 95
.300 Winchester 3d6+2 1/19–20 250ft -lb 2H, Recoil (15), Accurate (+3), Manual Action, Reloading, Ammunition 5/- - 100
Remington M40A1
7.62×51mm NATO 4d4+2 1/19–20 200ft -lb 2H, Recoil (12), Manual Action, Reloading, Ammunition 5/- - 53
Springfield Armory M1903
.30-06 2d10+2 1/19–20 175ft -lb 2H, Recoil (18), Manual Action, Reloading, Ammunition 5/- - 5
Spingfield Armory M1903A4
.30-06 2d10+1 1/19–20 200ft -lb 2H, Recoil (17), Manual Action, Reloading, Ammunition 5/- - 7
Weatherby Mk. V
7mm Remington 2d8+2 1/19–20 225ft -lb 2H, Recoil (17), Manual Action, Reloading, Ammunition 3/- - 13
7.62×51mm NATO 4d4 1/19–20 4d4+2 -lb 2H, Recoil (18), Manual Action, Reloading, Ammunition 5/- - 14
.30-06 2d10+2 1/19–20 175ft -lb 2H, Recoil (18), Manual Action, Reloading, Ammunition 5/- - 13
.460 Weatherby 2d12 1/19–20 250ft -lb 2H, Recoil (18), Takedown, Manual Action, Reloading, Ammunition 2/- - 28
Mini-Hecate
.338 Laupa 5d4 1/19–20 250ft -lb 2H, Recoil (17), Accurate (+1), Manual Action, Reloading, Ammunition 10/- - 32
FN Hecate II
.50 BMG 2d12+2 1/18–20 375ft -lb 2H, Recoil (18), Accurate (+3), Takedown, Manual Action, Reloading, Ammunition 7/- - 110
Simonov PTRD
14.5mm Russian 3d10+1 1/18–20 275ft -lb 2H, Recoil (19), Dependable, Manual Action, Reloading, Ammunition 1/- - 85

Micro Submachine Guns

Name Damage Missfire/Crit Range Weight Properties Modifications Req Points
CZ Skorpion
.32 ACP 1d6 1–3/20 20ft -lb Lite, Covert, CQC, 1H, Recoil (5), Reloading, Ammunition 20/- - 9
.380 ACP 1d8 1–3/20 20ft -lb Lite, Covert, CQC, 1H, Recoil (8), Reloading, Ammunition 20/- - 11
9×18mm Makarov 2d4 1–3/20 25ft -lb Lite, Covert, CQC, 1H, Recoil (8), Reloading, Ammunition 20/- - 13
MAC M11
.380 ACP 1d8 1–3/20 25ft -lb Lite, CQC, 1H, Recoil (8), Imprecise, Select Fire B/A, Reloading, Ammunition 32/- - 25
H&K MP7A1
4.6×30mm 2d4+1 1–2/20 30ft -lb Lite, CQC, 1H, Recoil (8), Reloading, Ammunition 20/- - 16
IMI Micro-Uzi
9mm P 1d10+1 1–3/20 20ft -lb Lite, CQC, 1H, Recoil (10), Reloading, Ammunition 20/- - 12

Micro Submachine Guns Continued

Name Damage Missfire/Crit Range Weight Properties Modifications Req Points
MAC M10
9mm P 1d10+1 1–3/20 25ft -lb Lite, CQC, 1H, Recoil (5), Imprecise, Select Fire B/A, Reloading, Ammunition 32/- - 25
.45 ACP 1d12+1 1–3/20 25ft -lb Lite, CQC, 1H, Recoil (6), Imprecise, Select Fire B/A, Reloading, Ammunition 32/- - 28
H&K MP5K
9mm P 1d10+1 1–2/20 15ft -lb Lite, CQC, 1H, Recoil (8), Reloading, Ammunition 15/- - 10
H&K MP5K, briefcase
9mm P 1d10+1 1–3/20 15ft -lb Lite, CQC, 1H, Recoil (4), Imprecise, Inaccurate (-4), Reloading, Ammunition 15/- - 20
Steyr TMP
9mm P 1d10+1 1–3/20 15ft -lb Lite, CQC, 1H, Recoil (13), Reloading, Ammunition 15/- - 13

Submachine Guns

Name Damage Missfire/Crit Range Weight Properties Modifications Req Points
IMI Uzi
9mm P 1d10+1 1–3/20 30ft -lb 2H, CQC, Recoil (4), Reloading, Ammunition 32/- - 12
IMI Mini-Uzi
9mm P 1d10+1 1–3/20 25ft -lb 2H, CQC, Covert, Recoil (6), Reloading, Ammunition 32/- - 13
H&K MP5A4
9mm P 1d10+1 1–2/20 30ft -lb 2H, CQC, Recoil (5), Reloading, Ammunition 30/- - 15
H&K MP5A5
9mm P 1d10+1 1–2/20 30ft -lb 2H, CQC, Recoil (5), Reloading, Ammunition 30/- - 16
H&K MP5SD5
9mm P 1d10+1 1–2/20 30ft -lb 2H, CQC, Recoil (6), Reloading, Ammunition 30/- - 19
H&K MP5SD6
9mm P 1d10+1 1–2/20 30ft -lb 2H, CQC, Recoil (5), Reloading, Ammunition 30/- - 20
H&K MP5/40
40 S&W 1d12 1–2/20 30ft -lb 2H, CQC, Recoil (6), Takedown, Reloading, Ammunition 30/- - 18
H&K MP5/10
10mm ACP 2d6 1–2/20 30ft -lb 2H, CQC, Recoil (7), Reloading, Ammunition 30/- - 20
H&K UMP
9mm P 1d10+1 1–2/20 30ft -lb 2H, CQC, Recoil (7), Reloading, Ammunition 30/- - 8
.40 S&W 1d12 1–2/20 30ft -lb 2H, CQC, Recoil (8), Takedown, Reloading, Ammunition 30/- - 10
.45 ACP 1d12+1 1–2/20 30ft -lb 2H, CQC, Recoil (9), Takedown, Reloading, Ammunition 30/- - 12
FN P90
5.7×28mm 1d10 1–3/20 35ft -lb 2H, CQC, Recoil (5), Quirky, Reloading, Ammunition 50/- - 17

Submachine Guns Continued

Name Damage Missfire/Crit Range Weight Properties Modifications Req Points
German State Arsenal MP-40
9mm P 1d10+1 1–3/20 30ft -lb 2H, CQC, Recoil (4), Reloading, Ammunition -/- - 10
RSA Bizon-2
9×18mm Improved 1d10+2 1–3/20 35ft -lb 2H, CQC, Recoil (7), Quirky, Reloading, Ammunition 66/- - 14
Sten Mk. II
9mm P 1d10+1 1–3/20 30ft -lb 2H, CQC, Recoil (5), Dependable, Reloading, Ammunition 32/- - 11
Sten Mk. II(S)
9mm P 1d10+1 1–3/20 30ft -lb 2H, CQC, Recoil (5), Dependable, Reloading, Ammunition 32/- - 16
Thompson M1928
.45 ACP 1d12+1 1–3/20 35ft -lb 2H, CQC, Recoil (3), Dependable, Takedown, Reloading, Ammunition 30/- - 25

Squad Automatic Weapons (SAW)

Name Damage Missfire/Crit Range Weight Properties Modifications Req Points
Enfield L86A1 LSW
5.56×45mm NATO 4d4 1–4/20 150ft -lb 2H, Recoil (5), Reloading, Ammunition 30/-, Select Fire S/B/A - 48
Browning M1918 BAR
.30-06 2d10+1 1–3/19–20 175ft -lb 2H, Recoil (10), Dependable, Reloading, Ammunition 20/-, - 80
FN Minimi (M249)
5.56×45mm NATO 4d4 1–3/20 175ft -lb 2H, Recoil (5), Reloading, Ammunition 200/-, - 40
FN Minimi (M249) Para
5.56×45mm NATO 4d4 1–3/20 150ft -lb 2H, Recoil (6), Reloading, Ammunition 200/-, - 55
NORINCO QJY-88
5.8×42mm 3d6+1 1–3/19–20 175ft -lb 2H, Recoil (15), Reloading, Ammunition 200/-, - 60
RSA RPK
7.62×39mm Russian 3d6 1–3/20 150ft -lb 2H, Recoil (10), Dependable, Reloading, Ammunition 40/-, - 32
RSA RPK-74
5.45×39mm Russian 3d6+1 1–3/20 175ft -lb 2H, Recoil (14), Dependable, Reloading, Ammunition 45/-, - 35
Steyr AUG Hbar
5.56×45mm NATO 4d4 1–3/20 150ft -lb 2H, Recoil (8), Reloading, Ammunition 30/-, Selects Fire S/B/A - 39

General Purpose Machine Gun

Name Damage Missfire/Crit Range Weight Properties Modifications Req Points
Saco M60
7.62×51mm NATO 4d4+2 1–4/19–20 175ft -lb 2H, Recoil (7), Unreliable, Imprecise, Reloading, Ammunition 100/-, Braced, - 40
FN MAG (M240)
7.62×51mm NATO 4d4+2 1–2/19–20 275ft -lb 2H, Recoil (7), Dependable, Imprecise, Reloading, Ammunition 100/-, Braced, - 66
German State Arsenal MG-42
7.62×51mm NATO 4d4+2 1–3/19–20 175ft -lb 2H, Recoil (7), Imprecise, Reloading, Ammunition 100/-, Braced, - 15
8mm Mauser 2d10+1 1–3/19–20 200ft -lb 2H, Recoil (8), Takedown, Reloading, Ammunition 50/-, Braced, - 15
RSA PK
7.62×54mm Russian 2d10+1 1–3/19–20 200ft -lb 2H, Recoil (10), Dependable, Reloading, Ammunition 100/-, Braced, - 19

Heavy Machine Gun

Name Damage Missfire/Crit Range Weight Properties Modifications Req Points
Browning M2hB
.50 BMG 2d12+2 1–3/18–20 300ft -lb 2H, Recoil (6), Dependable, Imprecise, Takedown, Reloading, Ammunition 100/-, Mounted, - 140
General Electric M134
7.62×51mm NATO 4d4+2 1–5/17–20 150ft -lb 2H, Recoil (12), Imprecise, Inaccurate (-3), Reloading, Ammunition 100/-, Mounted, - 200
RSA DShK
12.7×109mm Russian 3d8+1 1–3/18–20 300ft -lb 2H, Recoil (2), Imprecise, Takedown, Reloading, Ammunition 50/-, Mounted, - 110
RSA KPV
14.5mm Russian 3d10+1 1–3/18–20 350ft -lb 2H, Recoil (4), Imprecise, Takedown, Reloading, Ammunition 40/-, Mounted, - 170

Grenade launchers

Name Damage Missfire/Crit Range Weight Properties Modifications Req Points
RSA GP-25
40mm See Ammo 1–4/See Ammo 50ft -lb 2H, Recoil (8), Inaccurate (-5), Reloading, Ammunition 1/-, - 20
Colt M203
40mm See Ammo 1–2/See Ammo 60ft -lb 2H, Recoil (8), Inaccurate (-5), Reloading, Ammunition 1/-, - 20
Colt M203P
40mm See Ammo 1–3/See Ammo 60ft -lb 2H, Recoil (8), Inaccurate (-5), Reloading, Ammunition 1/-, - 20
Colt M79 (Thumper)
40mm See Ammo 1–3/See Ammo 50ft -lb 2H, Recoil (8), Inaccurate (-5), Reloading, Ammunition 1/-, - 20
H&K AG36
40mm See Ammo 1–3/See Ammo 50ft -lb 2H, Recoil (8), Inaccurate (-5), Reloading, Ammunition 1/-, - 20
Hawk MM-1
40mm See Ammo 1–4/See Ammo 50ft -lb 2H, Recoil (6), Inaccurate (-5), Reloading, Ammunition 12/-, - 20

Grenade launchers Continued

Name Damage Missfire/Crit Range Weight Properties Modifications Req Points
Milkor MGL Mk. 1
40mm See Ammo 1–3/See Ammo 40ft -lb 2H, Recoil (6), Inaccurate (-5), Reloading, Ammunition 6/-, - 40
Saco Mk. 19
40mm See Ammo 1–4/See Ammo 300ft -lb 2H, Recoil (7), Inaccurate (-5), Reloading, Ammunition 50/-, Mounted, - 140

Rocket launchers

Name Damage Missfire/Crit Range Weight Properties Modifications Req Points
Disposable Launcher
Talley M72 LAW 2d10 Force, 2D10 piercing 1–2/19-20 75ft -lb 2H, Recoil (1), Inaccurate (-5), Blast 10ft, Ammunition 1/-, - 15
Bofors AT4 HE 5d10 Force 1–2/20 50ft -lb 2H, Recoil (1), Inaccurate (-5), Blast 15ft, Ammunition 1/-, - 20
Bofors AT4 HEAT 2d10 Force, 3d10 Piercing 1–2/20 50ft -lb 2H, Recoil (1), Inaccurate (-5), Blast 10ft, Ammunition 1/-, - 20

Grenades

Name Damage Missfire/Crit Range Weight Properties Modifications Req Points
Lethal
M67 Fragmentation 2d8 Force, 2d8 Piercing 1–3/19/20 30ft 3lb 1H, Thrown, Deviation, Blast 10ft - 3
AN-M14 TH3 Incendiary 6d6 Fire 1–3/20 30ft -lb 1H, Thrown, Deviation, Blast 5ft, Duration 4 rounds, Ignite - 5
Non Lethal
M84 Flashbang 5d6 Bang, 5d6 Flash 1–3/20 30ft -lb 1H, Thrown, Deviation, Blast 10ft - 2

Raw Explosives

Name Damage Missfire/Crit Range Weight Properties Modifications Req Points
Plastic Explosives
1/4Lb C4. 2d10 Force Per 1/4 lb 1–2/20 Placed 1/4lb Blast 10ft + 5ft per 1/4 Lb. - 5
1Ft Cord. 2d10 Force Per Ft 1–2/20 Placed 1/4lb Blast 10ft in Line. - 5
Sticky Grenade. 4d10 Force 1–3/20 30ft 1lb 1H, Thrown, Deviation, Blast 15ft - 6

Armor and Protective gear

Torso Armor AC Modifiers Stealth Resistances Coverage Plates Weight Req
Light
Plate Carrier 12 + Dex modifier - - Piercing, Slashing, Torso Torso Plates, 12lb 5
Flack Jacket 13 + Dex modifier (max 3) - - Piercing, Slashing, Chest, Back, Groin Torso Plates, Side Plates 17lb 10
Medium
Medium Flak 14 + Dex Mpdifier (max 2) - Disadvantage Piercing, Slashing, Chest, Back, Groin Torso F/B, Side Plates x2 26lb 15
Medium Flak with sholders 15 + Dex Mpdifier (max 2) - Disadvantage Piercing, Slashing, Chest, Back, Arms, Groin Torso F/B, Side Plates x2 32lb 20
Heavy
Medium Flak with shoulders and Legs 16 Disadvantage on Dexterity saves Disadvantage Piercing, Slashing, Chest, Back, Arms, Legs, Groin Torso F/B, Side Plates x2 32lb 25
Bomb Suit 18 -10ft movement and disadvantage in Dexterity saves and skill Checks Disadvantage Bludgeoning, Piercing, Slashing, Force Chest, Back, Arms, Legs, Groin Torso F/B, Side Plates 88lb 40

Helmets

Helmet AC Modifiers Stealth Resistances Coverage Weight Req
Tactical +1 - - Bludgeoning , Slashing Head 2lb 5
Kevlar +1 -2 perception skill rolls - Piercing, Slashing, Bludgeoning Head 4lb 10
Bomb suit Helm +2 -5 perception skill rolls - Force, Piercing, Slashing, Bludgeoning Head 4lb 20

Gloves

Gloves AC Modifiers Stealth Resistances Coverage Weight Req
Tactical/Leather - -2 to dex base checks using hands - slashing Hands 0.1 lb 1
Carbon Fiber - -2 to dex base checks using hands, +1 to unarmed damage with fists - Piercing, Slashing Hands 0.2 lb 2
Bomb suit +2 dis advantage on a dex based skill tests and saves made with hands - Force, Piercing, Slashing, Bludgeoning Hand 4lb 10

Boots

Boots AC Modifiers Stealth Resistances Coverage Weight Req
Tactical/Leather - -1 to All checks involving your feet, IE. Running jumping or even dodging - slashing Feet 0.1 lb 1
Carbon Fiber/Steal Toe - -1 to All checks involving your feet, IE. Running jumping or even dodging - Piercing, Slashing Feet 0.2 lb 2
Bomb suit Boots +2 disadvantage on All checks involving your feet, IE. Running jumping or even dodging - Force, Piercing, Slashing, Bludgeoning Feet 4lb 10

Plates Protection

Name Benefit Req
Torso Plate gain 2 DR against frontal torso attacks. 10
Shoulder Plate gain 2 DR against rear torso attacks. 10
Leg Plates gain 2 DR for both plates against torso shots 10

Weapon Properties


Ammunition ( - / - ): (New): You may only use a weapon with the ammunition property if you have enough ammo for it. the property will have two numbers the first is the number of rounds in a magazine and the second is the round type.


Accurate (-): Each attack made with this weapon adds to its attack rolls equal to the number listed in parentheses following this quality


Deviation (-): When a weapon with this property is used, nominate a point with in range roll an attack against a AC 10 + 5 for each range increment you firing at beyond the first, if you don't hit roll the scatter die and you then roll a dice as listed it the parentheses and the subtract you dexterity bonus from the roll (to a minimum of 1), the total is how many 5ft increments the round deviates in the direction of the Arrow rolled on the scatter die. If the point you nominated is at long range, targets have advantage on the save and the deviation dice are Doubled.


Range: The range shows the normal range of the weapon. Any attacks made at normal range suffer no penalties, but in different multiples of the normal range, the character will suffer different penalties, for any range 1 foot farther normal to a multiple of normal x2 will have disadvantage, refer to chart below for further penalties for farther ranges.

Range Multiplier Penalty
x1 None
x2 Disadvantage on attack rolls
x3 Disadvantage and -5 on attack rolls
x4 Disadvantage and -10 on attack rolls

Reloading: If a weapon has the reloading property runs out of ammunition in the weapon or magazine the wielder must spend an action or one attack to reload the weapon.


Recoil: If a character whose Strength score is lower than this value fires the weapon in Single-Shot mode, he suffers a –1 penalty with his attack check. If a character whose Strength score is lower than this value fires the weapon in Burst or Full Auto mode, he suffers a penalty with his attack check equal to the difference between the Recoil value and his Strength score.


Critical Sucsess/Failure In most cases whenever you roll a d20 for an attack, skill check or save and the dice roll naturally, is equal to or less then the critical failure score you critically fail. The task fails (consult GM) in some cases you may have to roll on a chart to see what happens. If you naturally roll equal to or greater then the Critical score, a critical succses is Scored as if you rolled a natural 20 (I.E. double damage dice are rolled ext (Consult the GM).


Close Quarter Combat (CQC): A weapon with this property does not get disadvantage for firing a weapon within 5 ft of a enemy.


Covert: Gain advantage on slight of hand checks to conceal a weapon with this Property.


Manual-action: After a weapon with this property fires the wielder must use an action or sacrifice one attack to manually place a new round from the weapon or magazine into the chamber.


Blast (-ft): When a weapon with this property is activated all creatures within a Sphere the size listed in the parentheses on the blast property, must make a Dexterity saving throw DC 8 + users proficiency bonus, if Proficient + the users Dexterity modifier. On a pass the target only suffers half damage on a fail it is takes full damage.


Braced: When firing a weapon with this property it has disadvantage on attack rolls unless they braced in some way, like a Bipod/Tripod, a box, A mound of sandbags or Broken wall.


Dependable: When a weapon with this Property rolls a Missfire you must roll two D100 and use the highest of the two rolls.


Ignite If dealt damage by a weapon with this Property and is wearing some type of cloth, it lights on fire. Dealing 1D6 fire damage at the start of each of there turns. they may use an action to put out the flames.


Inaccurate (-): Each attack made with this weapon suffers the penalty to attack rolls equal to the number listed in parentheses following this quality.


Engulf (-ft): When a weapon with this property is fired the user nominates a cone the size listed in the parentheses on the Engulf property, any creature in the cone must make a Dex save DC 8 + Dex modifier + Proficiency bonus, on a Pass the target takes half damage.


Missfire whenever you make an attack with a firearm and the dice roll naturally, is equal to or less then the misfire score the weapon misfires. The attack misses and you must roll a d100 on the chart below to see what happens to the weapon. If you naturally roll equal to or greater then the Critical number, a critical hit is Scored as if you rolled a natural 20 (I.E. double damage dice are rolled.

d100 Result
1% (FUBAR), the weapon is destroyed and must be entirely replaced or reconstructed cost is full value of weapon
2% - 5% the weapon needs Parts that must be forged or bought, equal to a percentage of a D100 roll compared to market value, and then may be repaired with a days work and a successful Weapon maintenance tools and a success full Armorers tools check , both DC 15, if the test is failed the weapon is (FUBAR)
6% - 10% The weapon is broken and requires long rest and a successful Armorer tools check, DC 15, If the test is failed treat the weapon as if you had rolled a 4 to 10%.
11% - 15% The weapon is broken and requires short rest and a successful Weapon maintenance tools check, DC 10, If the test is failed treat the weapon as if you had rolled a 11 to 20%.
16% - 60% The weapon is jammed and requires you to use your action and a successful dexterity check, DC 10, If the test is failed treat the weapon as if you had rolled a 21 to 45%.
61% - 100% The weapon is fine it was just bad munitions, or simple you just Missed.

Takedown: The kinetic energy delivered by this weapon has near-cinematic “knockdown power.” Each time a character suffers damage from an attack with this weapon, he must make a constitution save (DC equal to the damage he sustained). With failure, he becomes Prone.


Quirky Non-standard design features make this weapon awkward for inexperienced users. if a user is not proficient with this weapon they fire with disadvantage


Imprecise: This weapon isn’t noted for pinpoint accuracy, and firing it into melee may be more dangerous to allies than enemies. When firing in to a melee Attacks with this weapon have disadvantage.


Unreliable: When a weapon with this Property rolls a Missfire you must roll two D100 and use the lowest of the two rolls.

Weapon Modifacations

Each weapon will have a list of what parts can be modified, you may only pick modifications from the weapons appropriate category, IE if you are upgrading an Assault rifles you may only pick from Assault rifle Mods.

Assault Rifle Modifications

Receiver

Enhanced Receiver (Req 10): Gain the Dependable Weapon property, if the weapon already has this Property you may Ignore one Missfire per long rest, it Still counts as a miss.


Custom Receiver (Req 12): A weapon with this mod Gains a +2 to all damage rolls.

Sights

Dot/holo (Req 5): +1 to attacks within 1 range multiple.


4x Scope/Acog (Req 5): Always count your range multiplier As 1 less (to a minimum of 1)


4x Hybrid/Rco (Req 10):

  • Always count your range multiplier As 1 less (to a minimum of 1)
  • +1 to attacks within 1 range multiple.

6x Mid Range Scope (Req 15):

  • Always count your range multiplier As 1 less (to a minimum of 1)
  • Gain a +2 to attacks at any range multiple beyond its first
  • gain a -2 to all attacks made at 1 range multiple and -4 if your within half that range.

6x Hybrid Scope (Req 20):

  • Always count your range multiplier As 1 less (to a minimum of 1)
  • Gain a +2 to attacks at any range multiple beyond its first
  • gain a -2 to all attacks made at 1 range multiple and -4 if your within half that range.
  • +1 to attacks within 1 range multiple.

8x long Range Scope (Req 15):

  • Always count your range multiplier As 2 less (to a minimum of 1)
  • Gain a +4 to attacks at any range multiple beyond its first
  • gain a -4 to all attacks made at 1 range multiple and -8 if your within half that range.
Magazines

Extended Magazine (Req 8): This weapon now has +20 round in a Magazine.


Drum Magazine (Req 14): This weapon now has +70 round in a Magazine.


Quick Mag (Req 24): You may reload this weapon as a free action now, if you already can relaod as a bonus action you may reload a quick mag once per turn as a free action.

Muzzle

Silencer Threads (Req 10): This weapon now has a removable silencer. As an action you may put on or take off the silencer. when its on enemies have disadvantage on saves to hear this weapon being fired and enemies cant hear it at all outside of 100ft, Furthermore a silenced weapon deal 1d4 less damage per hit (to a minimum of 1.


Flash Hider (Req 5): Enemies have disadvantage on Perception checks to see the flash from this weapon


Compensator (Req 10): If a weapon with this property is fired you may Reduces the negatives of burst and auto fire modes by 1.


Muzzle Break (Req 12): Gain a +2 to damage rolls.

Stocks

Colapsable Stock (Req 5): -


Buffer Group (Req 12): A weapon with this mod reduces its recoil property by 4.


Advanced Stock (Req 10): A weapon with this mod Gains a +2 to all damage rolls.


Auto Stock (Req 10): If a weapon with this property is fired you may Reduces the negatives of burst and auto fire modes by 1.


Quick Stock (Req 8): If a weapon with this mod is in your hands when Initiative is Rolled you gain a +2 to the roll.

Underbarrel

Grenade launcher (Req 20): You attach a Under barrel Grenade launcher to the bottom rail of your AR this may be fired as and action or in replace of an attack. See weapon description for Stats.


Master Key (Req 16): You attach a Under barrel Shot Gun to the bottom rail of your AR this may be fired as and action or in replace of an attack. See weapon description for Stats.


Fore Grip (Req 5): You gain a +1 to single shot attacks rolls made with a weapon with this mod.


Pod Grip (Req 10): You gain a +1 to single shot attacks rolls made and when Prone count your range multiplier As 1 less (to a minimum of 1), Furthermore you counts as Braced.


Bipods (Req 10): When Prone or when resting the weapon on something like a table or broken wall, you gain the folloing Benifits

  • count your range multiplier As 1 less (to a minimum of 1)
  • you counts as Braced
  • you may Reduces the negatives of burst and auto fire modes by 1 and you reduce the the recoil by 2.

Angeled Fore Grip (Req 8): If a weapon with this mod is in your hands when Initiative is Rolled you gain a +2 to the roll.


Angeled Short Grip (Req 12): If a weapon with this property is fired you may Reduces the negatives of burst and auto fire modes by 1.

Trigger Housing

Comfort Grip (Req 8): If a weapon with this mod is in your hands when Initiative is Rolled you gain a +2 to the roll.


No Slip Grip (Req 5): gain advantage on saves and checks against being disarmed or dropping your weapon.


Select Fire Single Shot (Req 5): This weapon can now be fired in single shot mode.

Side Rails

Flash Lite (Req 5): a weapon With this mod may as a free action shine bright lite at 50ft and dim lite out to 100ft.


Laser Sight (Req 8): a weapon With this mod may as a free action shine a laser out to 500ft at night and 100ft in day lite, this may be Green or Red and has a Infer Red Setting as well. this grant the Wielder a +1 to hit rolls within the lasers range.


PEQ 16 (Req 15): This is a combination of the Flash lite and the Laser lite.


Canted Iron sights (Req 5): Allows for standard firing of the weapon, this is used for rifles with long range scopes.

Barrel

Short Barrel (Req 12): a weapon With this mod reduces the range by 1/4 (rounded up), but you have a +1 to attacks rolls at 1 range multiple.


Long Barrel (Req 12): a weapon With this mod Increases bay range by 1/4 (rounded up), but you have a -1 to attacks rolls at more then 1 range multiple.


Percision Barrel (Req 15): Increase the Critical ranges of this weapon by 1.

Semi Auto Rifle Modifications

Receiver

Enhanced Receiver (Req 10): Gain the Dependable Weapon property, if the weapon already has this Property you may Ignore one Missfire per long rest, it Still counts as a miss.


Custom Receiver (Req 12): A weapon with this mod Gains a +2 to all damage rolls.

Sights

Dot/holo (Req 5): +1 to attacks within 1 range multiple.


4x Scope/Acog (Req 5): Always count your range multiplier As 1 less (to a minimum of 1)


4x Hybrid/Rco (Req 10):

  • Always count your range multiplier As 1 less (to a minimum of 1)
  • +1 to attacks within 1 range multiple.

6x Mid Range Scope (Req 15):

  • Always count your range multiplier As 1 less (to a minimum of 1)
  • Gain a +2 to attacks at any range multiple beyond its first
  • gain a -2 to all attacks made at 1 range multiple and -4 if your within half that range.

6x Hybrid Scope (Req 20):

  • Always count your range multiplier As 1 less (to a minimum of 1)
  • Gain a +2 to attacks at any range multiple beyond its first
  • gain a -2 to all attacks made at 1 range multiple and -4 if your within half that range.
  • +1 to attacks within 1 range multiple.

8x long Range Scope (Req 15):

  • Always count your range multiplier As 2 less (to a minimum of 1)
  • Gain a +4 to attacks at any range multiple beyond its first
  • gain a -4 to all attacks made at 1 range multiple and -8 if your within half that range.
Magazines

Extended Magazine (Req 8): This weapon now has +10 round in a Magazine.


Quick Mag (Req 24): You may reload this weapon as a free action now, if you already can reload as a bonus action you may reload a quick mag once per turn as a free action.

Muzzle

Silencer Threads (Req 10): This weapon now has a removable silencer. As an action you may put on or take off the silencer. when its on enemies have disadvantage on saves to hear this weapon being fired and enemies cant hear it at all outside of 100ft, Furthermore a silenced weapon deal 1d4 less damage per hit (to a minimum of 1.


Flash Hider (Req 5): Enemies have disadvantage on Perception checks to see the flash from this weapon


Compensator (Req 10): If a weapon with this property is fired you may Reduces the negatives of burst and auto fire modes by 1.


Muzzle Break (Req 12): Gain a +2 to damage rolls.

Stocks

Colapsable Stock (Req 5): -


Buffer Group (Req 12): A weapon with this mod reduces its recoil property by 4.


Advanced Stock (Req 10): A weapon with this mod Gains a +2 to all damage rolls.


Quick Stock (Req 8): If a weapon with this mod is in your hands when Initiative is Rolled you gain a +2 to the roll.

Underbarrel

Fore Grip (Req 5): You gain a +1 to single shot attacks rolls made with a weapon with this mod.


Pod Grip (Req 10): You gain a +1 to single shot attacks rolls made and when Prone count your range multiplier As 1 less (to a minimum of 1), Furthermore you counts as Braced.


Bipods (Req 10): When Prone or when resting the weapon on something like a table or broken wall, you gain the folloing Benifits

  • count your range multiplier As 1 less (to a minimum of 1)
  • you counts as Braced
  • you may Reduces the negatives of burst and auto fire modes by 1 and you reduce the the recoil by 2.

Angeled Fore Grip (Req 8): If a weapon with this mod is in your hands when Initiative is Rolled you gain a +2 to the roll.

Trigger Housing

Comfort Grip (Req 8): If a weapon with this mod is in your hands when Initiative is Rolled you gain a +2 to the roll.


No Slip Grip (Req 5): gain advantage on saves and checks against being disarmed or dropping your weapon.

Side Rails

Flash Lite (Req 5): a weapon With this mod may as a free action shine bright lite at 50ft and dim lite out to 100ft.


Laser Sight (Req 8): a weapon With this mod may as a free action shine a laser out to 500ft at night and 100ft in day lite, this may be Green or Red and has a Infer Red Setting as well. this grant the Wielder a +1 to hit rolls within the lasers range.


PEQ 16 (Req 15): This is a combination of the Flash lite and the Laser lite.


Canted Iron sights (Req 5): Allows for standard firing of the weapon, this is used for rifles with long range scopes.

Barrel

Short Barrel (Req 12): a weapon With this mod reduces the range by 1/4 (rounded up), but you have a +1 to attacks rolls at 1 range multiple.


Long Barrel (Req 12): a weapon With this mod Increases bay range by 1/4 (rounded up), but you have a -1 to attacks rolls at more then 1 range multiple.


Percision Barrel (Req 15): Increase the Critical ranges of this weapon by 1.

Pistol Modifications

Receiver

Enhanced Receiver (Req 10): Gain the Dependable Weapon property, if the weapon already has this Property you may Ignore one Missfire per long rest, it Still counts as a miss.


Custom Receiver (Req 12): A weapon with this mod Gains a +2 to all damage rolls.

Sights

Dot/holo (Req 5): +1 to attacks within 1 range multiple.


4x Scope/Acog (Req 5): Always count your range multiplier As 1 less (to a minimum of 1)


4x Hybrid/Rco (Req 10):

  • Always count your range multiplier As 1 less (to a minimum of 1)
  • +1 to attacks within 1 range multiple.

6x Mid Range Scope (Req 15):

  • Always count your range multiplier As 1 less (to a minimum of 1)
  • Gain a +2 to attacks at any range multiple beyond its first
  • gain a -2 to all attacks made at 1 range multiple and -4 if your within half that range.

6x Hybrid Scope (Req 20):

  • Always count your range multiplier As 1 less (to a minimum of 1)
  • Gain a +2 to attacks at any range multiple beyond its first
  • gain a -2 to all attacks made at 1 range multiple and -4 if your within half that range.
  • +1 to attacks within 1 range multiple.
Magazines

Extended Magazine (Req 8): This weapon now has +10 round in a Magazine.


Quick Mag (Req 24): You may reload this weapon as a free action now, if you already can relaod as a bonus action you may reload a quick mag once per turn as a free action.

Muzzle

Silencer Threads (Req 10): This weapon now has a removable silencer. As an action you may put on or take off the silencer. when its on enemies have disadvantage on saves to hear this weapon being fired and enemies cant hear it at all outside of 100ft, Furthermore a silenced weapon deal 1d4 less damage per hit (to a minimum of 1.


Flash Hider (Req 5): Enemies have disadvantage on Perception checks to see the flash from this weapon


Compensator (Req 10): If a weapon with this property is fired you may Reduces the negatives of burst and auto fire modes by 1.


Muzzle Break (Req 12): Gain a +2 to damage rolls.

Trigger Housing

Comfort Grip (Req 8): If a weapon with this mod is in your hands when Initiative is Rolled you gain a +2 to the roll.


No Slip Grip (Req 5): gain advantage on saves and checks against being disarmed or dropping your weapon.

Under barrel

Flash Lite (Req 5): a weapon With this mod may as a free action shine bright lite at 50ft and dim lite out to 100ft.


Laser Sight (Req 8): a weapon With this mod may as a free action shine a laser out to 500ft at night and 100ft in day lite, this may be Green or Red and has a Infer Red Setting as well. this grant the Wielder a +1 to hit rolls within the lasers range.

Barrel

Short Barrel (Req 12): a weapon With this mod reduces the range by 1/4 (rounded up), but you have a +1 to attacks rolls at 1 range multiple.


Long Barrel (Req 12): a weapon With this mod Increases bay range by 1/4 (rounded up), but you have a -1 to attacks rolls at more then 1 range multiple.


Percision Barrel (Req 15): Increase the Critical ranges of this weapon by 1.

Bolt Action Rifle Modifications

Receiver

Enhanced Receiver (Req 10): Gain the Dependable Weapon property, if the weapon already has this Property you may Ignore one Missfire per long rest, it Still counts as a miss.


Custom Receiver (Req 12): A weapon with this mod Gains a +2 to all damage rolls.

Sights

Dot/holo (Req 5): +1 to attacks within 1 range multiple.


4x Scope/Acog (Req 5): Always count your range multiplier As 1 less (to a minimum of 1)


4x Hybrid/Rco (Req 10):

  • Always count your range multiplier As 1 less (to a minimum of 1)
  • +1 to attacks within 1 range multiple.

6x Mid Range Scope (Req 15):

  • Always count your range multiplier As 1 less (to a minimum of 1)
  • Gain a +2 to attacks at any range multiple beyond its first
  • gain a -2 to all attacks made at 1 range multiple and -4 if your within half that range.

6x Hybrid Scope (Req 20):

  • Always count your range multiplier As 1 less (to a minimum of 1)
  • Gain a +2 to attacks at any range multiple beyond its first
  • gain a -2 to all attacks made at 1 range multiple and -4 if your within half that range.
  • +1 to attacks within 1 range multiple.

8x long Range Scope (Req 15):

  • Always count your range multiplier As 2 less (to a minimum of 1)
  • Gain a +4 to attacks at any range multiple beyond its first
  • gain a -4 to all attacks made at 1 range multiple and -8 if your within half that range.
Muzzle

Silencer Threads (Req 10): This weapon now has a removable silencer. As an action you may put on or take off the silencer. when its on enemies have disadvantage on saves to hear this weapon being fired and enemies cant hear it at all outside of 100ft, Furthermore a silenced weapon deal 1d4 less damage per hit (to a minimum of 1.


Flash Hider (Req 5): Enemies have disadvantage on Perception checks to see the flash from this weapon


Compensator (Req 10): If a weapon with this property is fired you may Reduces the negatives of burst and auto fire modes by 1.


Muzzle Break (Req 12): Gain a +2 to damage rolls.

Stocks

Colapsable Stock (Req 5): -


Buffer Group (Req 12): A weapon with this mod reduces its recoil property by 4.


Advanced Stock (Req 10): A weapon with this mod Gains a +2 to all damage rolls.


Quick Stock (Req 8): If a weapon with this mod is in your hands when Initiative is Rolled you gain a +2 to the roll.

Underbarrel

Fore Grip (Req 5): You gain a +1 to single shot attacks rolls made with a weapon with this mod.


Bipods (Req 10): When Prone or when resting the weapon on something like a table or broken wall, you gain the folloing Benifits

  • count your range multiplier As 1 less (to a minimum of 1)
  • you counts as Braced
  • you may Reduces the negatives of burst and auto fire modes by 1 and you reduce the the recoil by 2.

Angeled Fore Grip (Req 8): If a weapon with this mod is in your hands when Initiative is Rolled you gain a +2 to the roll.

Trigger Housing

Comfort Grip (Req 8): If a weapon with this mod is in your hands when Initiative is Rolled you gain a +2 to the roll.


No Slip Grip (Req 5): gain advantage on saves and checks against being disarmed or dropping your weapon.

Barrel

Short Barrel (Req 12): a weapon With this mod reduces the range by 1/4 (rounded up), but you have a +1 to attacks rolls at 1 range multiple.


Long Barrel (Req 12): a weapon With this mod Increases bay range by 1/4 (rounded up), but you have a -1 to attacks rolls at more then 1 range multiple.


Percision Barrel (Req 15): Increase the Critical ranges of this weapon by 1.

Sub Machine Gun Modifications

Receiver

Enhanced Receiver (Req 10): Gain the Dependable Weapon property, if the weapon already has this Property you may Ignore one Missfire per long rest, it Still counts as a miss.


Custom Receiver (Req 12): A weapon with this mod Gains a +2 to all damage rolls.

Sights

Dot/holo (Req 5): +1 to attacks within 1 range multiple.


4x Scope/Acog (Req 5): Always count your range multiplier As 1 less (to a minimum of 1)


4x Hybrid/Rco (Req 10):

  • Always count your range multiplier As 1 less (to a minimum of 1)
  • +1 to attacks within 1 range multiple.

6x Mid Range Scope (Req 15):

  • Always count your range multiplier As 1 less (to a minimum of 1)
  • Gain a +2 to attacks at any range multiple beyond its first
  • gain a -2 to all attacks made at 1 range multiple and -4 if your within half that range.

6x Hybrid Scope (Req 20):

  • Always count your range multiplier As 1 less (to a minimum of 1)
  • Gain a +2 to attacks at any range multiple beyond its first
  • gain a -2 to all attacks made at 1 range multiple and -4 if your within half that range.
  • +1 to attacks within 1 range multiple.
Magazines

Extended Magazine (Req 8): This weapon now has +20 round in a Magazine.


Quick Mag (Req 24): You may reload this weapon as a free action now, if you already can relaod as a bonus action you may reload a quick mag once per turn as a free action.

Muzzle

Silencer Threads (Req 10): This weapon now has a removable silencer. As an action you may put on or take off the silencer. when its on enemies have disadvantage on saves to hear this weapon being fired and enemies cant hear it at all outside of 100ft, Furthermore a silenced weapon deal 1d4 less damage per hit (to a minimum of 1.


Flash Hider (Req 5): Enemies have disadvantage on Perception checks to see the flash from this weapon


Compensator (Req 10): If a weapon with this property is fired you may Reduces the negatives of burst and auto fire modes by 1.


Muzzle Break (Req 12): Gain a +2 to damage rolls.

Stocks

Colapsable Stock (Req 5): -


Buffer Group (Req 12): A weapon with this mod reduces its recoil property by 4.


Advanced Stock (Req 10): A weapon with this mod Gains a +2 to all damage rolls.


Auto Stock (Req 10): If a weapon with this property is fired you may Reduces the negatives of burst and auto fire modes by 1.


Quick Stock (Req 8): If a weapon with this mod is in your hands when Initiative is Rolled you gain a +2 to the roll.

Underbarrel

Fore Grip (Req 5): You gain a +1 to single shot attacks rolls made with a weapon with this mod.


Angeled Fore Grip (Req 8): If a weapon with this mod is in your hands when Initiative is Rolled you gain a +2 to the roll.


Angeled Short Grip (Req 12): If a weapon with this property is fired you may Reduces the negatives of burst and auto fire modes by 1.

Trigger Housing

Comfort Grip (Req 8): If a weapon with this mod is in your hands when Initiative is Rolled you gain a +2 to the roll.


No Slip Grip (Req 5): gain advantage on saves and checks against being disarmed or dropping your weapon.


Select Fire Single Shot (Req 5): This weapon can now be fired in single shot mode.

Side Rails

Flash Lite (Req 5): a weapon With this mod may as a free action shine bright lite at 50ft and dim lite out to 100ft.


Laser Sight (Req 8): a weapon With this mod may as a free action shine a laser out to 500ft at night and 100ft in day lite, this may be Green or Red and has a Infer Red Setting as well. this grant the Wielder a +1 to hit rolls within the lasers range.


PEQ 16 (Req 15): This is a combination of the Flash lite and the Laser lite.

Barrel

Short Barrel (Req 12): a weapon With this mod reduces the range by 1/4 (rounded up), but you have a +1 to attacks rolls at 1 range multiple.


Long Barrel (Req 12): a weapon With this mod Increases bay range by 1/4 (rounded up), but you have a -1 to attacks rolls at more then 1 range multiple.


Percision Barrel (Req 15): Increase the Critical ranges of this weapon by 1.

Shotgun Modifications

Receiver

Enhanced Receiver (Req 10): Gain the Dependable Weapon property, if the weapon already has this Property you may Ignore one Missfire per long rest, it Still counts as a miss.


Custom Receiver (Req 12): A weapon with this mod Gains a +2 to all damage rolls.

Sights

Dot/holo (Req 5): +1 to attacks within 1 range multiple.


4x Scope/Acog (Req 5): Always count your range multiplier As 1 less (to a minimum of 1)


4x Hybrid/Rco (Req 10):

  • Always count your range multiplier As 1 less (to a minimum of 1)
  • +1 to attacks within 1 range multiple.
Magazines

Extended Magazine (Req 8): This weapon now has +10 round in a Magazine.


Drum Magazine (Req 14): This weapon now has +30 round in a Magazine.


Quick Mag (Req 24): You may reload this weapon as a free action now, if you already can relaod as a bonus action you may reload a quick mag once per turn as a free action.

Muzzle

Compensator (Req 10): If a weapon with this property is fired you may Reduces the negatives of burst and auto fire modes by 1.


Muzzle Break (Req 12): Gain a +2 to damage rolls.

Stocks

Colapsable Stock (Req 5): -


Buffer Group (Req 12): A weapon with this mod reduces its recoil property by 4.


Advanced Stock (Req 10): A weapon with this mod Gains a +2 to all damage rolls.


Quick Stock (Req 8): If a weapon with this mod is in your hands when Initiative is Rolled you gain a +2 to the roll.

Underbarrel

Fore Grip (Req 5): You gain a +1 to single shot attacks rolls made with a weapon with this mod.


Angeled Fore Grip (Req 8): If a weapon with this mod is in your hands when Initiative is Rolled you gain a +2 to the roll.

Trigger Housing

Comfort Grip (Req 8): If a weapon with this mod is in your hands when Initiative is Rolled you gain a +2 to the roll.


No Slip Grip (Req 5): gain advantage on saves and checks against being disarmed or dropping your weapon.

Side Rails

Flash Lite (Req 5): a weapon With this mod may as a free action shine bright lite at 50ft and dim lite out to 100ft.


Laser Sight (Req 8): a weapon With this mod may as a free action shine a laser out to 500ft at night and 100ft in day lite, this may be Green or Red and has a Infer Red Setting as well. this grant the Wielder a +1 to hit rolls within the lasers range.


PEQ 16 (Req 15): This is a combination of the Flash lite and the Laser lite.

Barrel

Short Barrel (Req 12): a weapon With this mod reduces the range by 1/4 (rounded up), but you have a +1 to attacks rolls at 1 range multiple.


Long Barrel (Req 12): a weapon With this mod Increases bay range by 1/4 (rounded up), but you have a -1 to attacks rolls at more then 1 range multiple.


Percision Barrel (Req 15): Increase the Critical ranges of this weapon by 1.

Machine Gun Modifications

Receiver

Enhanced Receiver (Req 10): Gain the Dependable Weapon property, if the weapon already has this Property you may Ignore one Missfire per long rest, it Still counts as a miss.


Custom Receiver (Req 12): A weapon with this mod Gains a +2 to all damage rolls.

Sights

Dot/holo (Req 5): +1 to attacks within 1 range multiple.


4x Scope/Acog (Req 5): Always count your range multiplier As 1 less (to a minimum of 1)


4x Hybrid/Rco (Req 10):

  • Always count your range multiplier As 1 less (to a minimum of 1)
  • +1 to attacks within 1 range multiple.
Magazines

Quick Mag (Req 24): You may reload this weapon as a free action now, if you already can relaod as a bonus action you may reload a quick mag once per turn as a free action.

Muzzle

Flash Hider (Req 5): Enemies have disadvantage on Perception checks to see the flash from this weapon


Compensator (Req 10): If a weapon with this property is fired you may Reduces the negatives of burst and auto fire modes by 1.


Muzzle Break (Req 12): Gain a +2 to damage rolls.

Stocks

Colapsable Stock (Req 5): -


Buffer Group (Req 12): A weapon with this mod reduces its recoil property by 4.


Advanced Stock (Req 10): A weapon with this mod Gains a +2 to all damage rolls.


Auto Stock (Req 10): If a weapon with this property is fired you may Reduces the negatives of burst and auto fire modes by 1.


Quick Stock (Req 8): If a weapon with this mod is in your hands when Initiative is Rolled you gain a +2 to the roll.

Underbarrel

Fore Grip (Req 5): You gain a +1 to single shot attacks rolls made with a weapon with this mod.


Bipods (Req 10): When Prone or when resting the weapon on something like a table or broken wall, you gain the folloing Benifits

  • count your range multiplier As 1 less (to a minimum of 1)
  • you counts as Braced
  • you may Reduces the negatives of burst and auto fire modes by 1 and you reduce the the recoil by 2.

Angeled Fore Grip (Req 8): If a weapon with this mod is in your hands when Initiative is Rolled you gain a +2 to the roll.


Angeled Short Grip (Req 12): If a weapon with this property is fired you may Reduces the negatives of burst and auto fire modes by 1.

Trigger Housing

Comfort Grip (Req 8): If a weapon with this mod is in your hands when Initiative is Rolled you gain a +2 to the roll.


No Slip Grip (Req 5): gain advantage on saves and checks against being disarmed or dropping your weapon.

Side Rails

Flash Lite (Req 5): a weapon With this mod may as a free action shine bright lite at 50ft and dim lite out to 100ft.


Laser Sight (Req 8): a weapon With this mod may as a free action shine a laser out to 500ft at night and 100ft in day lite, this may be Green or Red and has a Infer Red Setting as well. this grant the Wielder a +1 to hit rolls within the lasers range.


PEQ 16 (Req 15): This is a combination of the Flash lite and the Laser lite.

Barrel

Short Barrel (Req 12): a weapon With this mod reduces the range by 1/4 (rounded up), but you have a +1 to attacks rolls at 1 range multiple.


Long Barrel (Req 12): a weapon With this mod Increases bay range by 1/4 (rounded up), but you have a -1 to attacks rolls at more then 1 range multiple.


Percision Barrel (Req 15): Increase the Critical ranges of this weapon by 1.

Gear

B-1 Recon Drone: The B-1 Recon Drone AKA the B1-RD or bird is a small man portable 4 rotor drone that weighs about 8lbs, this includes the command console. The B1-RD may be deployed as an action. When in Operation you Command the drone with the drone command Console this it a 2 handed Screen/controller, this uses your full attention you may not move or use actions or reactions while operating.

Furthermore you may only rely on you passive Skills When in operation. When in operation you see as if you where the drone, You gain a +5 perception roll for seeing through the drone. With a B1-RD tools (DEX) check DC 15 you may move the drone 60ft, or you may dash making the movement 120ft DC 20, If failed you move half the distance that turn. If this is done you have disadvantage on Perception with the drone. You may have your drone hover as a free action allowing your character to act normally on its turn or you may as a bonus action have it land on a surface within 60ft.

The drone has an AC of 15, 10 HP, if made to make a Dex save or Checks use the operators Dex bonus and Proficiency if Proficient with the B1-RD. The B1-RD may stay in flight for 1 Hour. You may recharge the Battery with a Long Rest and a Power source. If the drone is destroyed and you recover the remains, you may during a short rest attempt a repair Provided you have a Drone Repair kit, you make a DC 15 Technology (Int) Check + 1 for every 20ft the Drone fell when it was destroyed. If the test is failed you may attempt one more check during a long rest but the DC is now 20 + 1 for every 20ft it fell. if the second test is failed, the Drone is unrepairable and needs to be replaced.

Standard gear issue

This is a list of the standard Viper issued gear

  • 1x Main ruck sack
  • 1x Day pack
  • 1x Lite sleeping bag
  • 1x Heavy sleeping bag
  • 1x load bearing Vest Suite.
  • 1x Cammle back 2 liter
  • 1x Iso Mat
  • 1x Camo tarpaulin 10x10ft
  • 1x 100ft Para Cord (550 Cord)
  • 4x Canteens 1 liter each.
  • 1x Canteen Cup
  • 1x Mess Kit
  • 1x Combat knife or Bayonet

Homebrew Rules Mods and actions in Combat

Firing into Melee: During a players turn they may have there character shoot into a melee combat, but you have disadvantage on the attack and if you roll a natural 1, you don't Missfire you instead hit a random target in the melee thats not your original target (Consult GM for randomization).

Automatic firing modes

When attacking with a weapon that has the Automatic property, there are three ways to do so you may spray your fires at multiple targets, auto fire on one target at a time or shoot controlled bursts at the target, see below for the three types of automatic weapon attack actions.

Spray When using a automatic weapon you may as an action choose a number of adjacent targets from 1 to a max equal to your Dex modifier, then resolve an attack against each target in the spaces seporatly, applying a -5 to all the attacks for each target chosen beyond the first, for large or larger targets, resolve each square that the large target occupies as a seperate target. This action consumes 1D4+2 rounds per target, roll for round consumption after each attack, if a character runs out of ammo during this action then the Spry action is over. If a target is hit by a volley, you score one additional hit for every 5 whole point you attack exceded the targets AC, you may only gain a number extra hit equal to the number of shots fired during that Volley/Burst.

Riddle When using a automatic weapon you may as an action choose a number of volleys of fire from one to a max equal to your Dex modifier, then resolve a number of attacks against a single target equal to the number of volleys fired, applying a -5 multiplied by the number of volleys beyond the first, to all the attacks. This action consumes a number of rounds per volley fired, equal to 1D4+2, if a character runs out of ammo during this action then the auto fire action is over. If a target is hit by a volley, you score one additional hit for every 5 whole point you attack exceded the targets AC, you may only gain a number extra hit equal to the number of shots fired during that Volley/Burst.

Controlled burst When attacking with a weapon that has the Auto fire property, you may fire one controlled burst for each attack the character can make. The user attack will suffer a -5 for each range multiple. This consumes 1D4+2 rounds, if the weapon does not have enough ammo the magazine this is resolved as a single shot. If a target is hit by a controlled burst, you score one additional hit for every 5 whole point you attack exceded the targets AC, you may only gain a number extra hit equal to the number of shots fired during that Volley/Burst.

Burst fire

When attacking with a weapon that has the burst property, you may fire one burst for each attack the character can make. The user attack will suffer a -5 for each range multiple. This consumes 3 rounds, if the weapon does not have enough ammo the magazine, this is resolved as a single shot. If a target is hit by a burst, you score one additional hit for every 5 whole point your attack exceded the targets AC, you may only gain a number extra hit equal to the number of shots fired during that Volley/Burst.

Aim

As an action you may aim at a target if you do you gains a +2 bonus with all Ranged Attacks made against that target.


A character may aim at only 1 target at a time, if the target breaks line of sight the aim must be re applied.

Ranged opportunity attack

If a creature you are aimed at, moves more then 5ft. during its turn, you may as a reaction make one attack with an equipped ranged weapon at the target, Provided you have range and line of sight.

Suppressive Fire

As an action and 3 rounds, 1 volley of 1D4+2 or burst of ammunition per target. You may target a number of targets within 10 feat of each other, equal to your dexterity modifier. a suppressed target has disadvantage on ranged attacks and Wisdom Perception skill checks during there next turn. This action may not be used when firing a weapon with the manual action property.

Conditions

Blinded:

  • A blinded creature can’t see and automatically fails any ability check that requires sight.
  • Attack Rolls against the creature have advantage, and the creature’s Attack Rolls have disadvantage.

Bleed:

  • At the start of a creatures turn that has a Bleed will loose 1 HP.
  • If a creature with bleed moves or attacks they suffer more point of bleed damage.

Crouched:

  • A crouched character’s base Speed is reduced to 1/2 (rounded down).
  • Creatures more then 5ft. away suffer a –2 penalty with all ranged attacks made against a crouched creature.
  • Standing from the crouched position costs 5ft of you movement.

Charmed:

  • A charmed creature can’t Attack the charmer or target the charmer with harmful a⁠bilities or magical Effects.
  • The charmer has advantage on any ability check to interact socially with the creature.

Deafened:

  • A deafened creature can’t hear and automatically fails any ability check that requires hearing.

Exhaustion:

Some spec⁠ial abi⁠lities and Environmental Hazards, such as starvation and the long-term Effects of freezing or scorching temperatures, can lead to a spe⁠cial condition called exhaustion. Exhaustion is measured in six levels. An Effect can give a creature one or more levels of exhaustion, as specified in the effect’s description.

Level Effect
1 Disadvantage on Ability Checks
2 Speed halved
3 Disadvantage on Attack Rolls and Saving Throws
4 Hit point maximum halved
5 Speed reduced to 0
6 Death

If an already exhausted creature suffers another Effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect’s description.

A creature suffers the Effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on Ability Checks.

An Effect that removes exhaustion reduces its level as specified in the effect’s description, with all exhaustion Effects Ending if a creature’s exhaustion level is reduced below 1.

Finishing a Long Rest reduces a creature’s exhaustion level by 1, provided that the creature has also ingested some food and drink. Also, being raised from the dead reduces a creature's exhaustion level by 1.


Major Bleed:

  • Same as Bleed but deals 1D4 bleed damage instead of 1.

Frightened:

  • A frightened creature has disadvantage on Ability Checks and Attack Rolls while the source of its fear is within Line of Sight.
  • The creature can’t willingly move closer to the source of its fear.

Grappled:

  • A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
  • The condition ends if the Grappler is incapacitated (see the condition).
  • The condition also ends if an Effect removes the grappled creature from the reach of the Grappler or Grappling Effect, such as when a creature is hurled away by a concussive blast.

Incapacitated:

  • An incapacitated creature can’t take Actions or Reactions.

Invisible:

  • An invisible creature is impossible to see without the aid of magic or a spe⁠cial sense. For the Purpose of Hiding, the creature is heavily obscured. The creature’s location can be detected by any noise it makes or any tracks it leaves.
  • Attack Rolls against the creature have disadvantage, and the creature’s Attack Rolls have advantage.

Paralyzed:

  • A paralyzed creature is incapacitated (see the condition) and can’t move or speak.
  • The creature automatically fails Strength and Dexterity Saving Throws.
  • Attack Rolls against the creature have advantage.
  • Any Attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.

Poisoned:

  • A poisoned creature has disadvantage on Attack Rolls and Ability Checks.

Prone:

  • A prone creature’s only Movement option is to crawl, unless it stands up and thereby ends the condition.
  • The creature has disadvantage on Melee Attack Rolls.
  • An Attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the Attack roll has disadvantage.

Restrained:

  • A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
  • Attack Rolls against the creature have advantage, and the creature’s Attack Rolls have disadvantage.
  • The creature has disadvantage on Dexterity Saving Throws.

Stunned:

  • A stunned creature is incapacitated (see the condition), can’t move, and can speak only falteringly.
  • The creature automatically fails Strength and Dexterity Saving Throws.
  • Attack Rolls against the creature have advantage.

Slowed:

  • A Slowed creature is can only move at Half its speed rounded down to a minimum of 5ft.
  • The creature automatically fails Dexterity Saving Throws.
  • Attack Rolls against the creature have advantage.

Unconscious:

  • An unconscious creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings
  • The creature drops whatever it’s holding and falls prone.
  • The creature automatically fails Strength and Dexterity Saving Throws.
  • Attack Rolls against the creature have advantage.
  • Any Attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.

Shaken: Being an operator is a stress full job. Many things will cause stress damage, this will cause a condition called Shaken, unless you take time to decompress you may find yourself a bit Shaken from all of the blows that may have been dealt to you over you time in war or training. Shaken is messured in five levels, see below

Level Effect
1 Disadvantage on Intelligence, Wisdom and Charisma ability checks
2 Disadvantage on Intelligence, Wisdom and Charisma saving throws and gain
3 Disadvantage on all initiative checks made
4 Disadvantage on Str and Dex ability checks and Saving throws
Broken Disadvantage on all attacks and Constitution ability checks and saving throws

A creature that is shaken will suffer from its current Shaken level as well as all lower levels of Shaken.

Stress damage heals over time. When the healing takes place the shaken level will decrease as the stress damage multiple changes. See Stress damage in the damage types section for more details on stress and healing stress.


Triage Code: A character always has one of these conditions, With one is dependent or you current Hit points. At different precetages of the characters max health, the character will suffer different effects as there health deteriorates and the lower your health gets the more advanced healing will be required to replenish lost Hit points. see chat below.

Triage Code % of Health Natural Healing Rate Points of Exhaustion
5: Black, Diceased: 0% None 5
4: Red, Critically wounded: 1% - 25% Must get Medical help Hit die dont heal anmore and 10 hit points per 1 heald 2
3: Orange, Wounded: 26% - 50% 5 hit point per 1 heal 1
2: Yellow, Injured: 51% - 75% 2 hit point per 1 gained
1: Green, Healthy: 76% - 100% Normal Rate regain

Damage Reduction

Some things will give you a Damage Reduction (DR -) this mean that you reduce the damage of a single hit by the amount of damage reduction you have. Some damage reductions will have a specific Type of damage it can reduce, if this is the case the type will be noted in the Damage reduction source.

Damage types


  • Acid:
  • Bludgeonig: A character wielding a Bludgeoning weapon may count as Subdual if the bearer wants this must be determined before the attack.
  • Cold Becomes a DC for Con save, or be slowed for 1D4 rounds
  • Electrical Becomes a DC for Con save, or be Paralized for 1D4 rounds
  • Fire Ignites Flamable objects, takes on action to extinguish
  • Flash Becomes a DC for con save or be Blinded for 1d4 rounds
  • Force: All damage from Force count as Subdual damage as well.
  • Piercing If Red or Orange triage code, roll a D100 on a 01 - 25 cause Major bleed, on a 26 - 75 cause Bleed.
  • Poison Becomes a DC for Con save, or be Poisoned
  • Radiation Becomes a DC for Con save, or be Poisoned
  • Slashing If Red or Orange triage code, roll a D100 on a 01 - 25 cause Major bleed, on a 26 - 75 cause Bleed.
  • Sound Becomes a DC for Con save, or be Defended for 1D4 rounds
  • Stun Becomes a DC for Con save, or be Stunned for 1D4 rounds
  • Stress:
  • Any damage a character suffers deals an amount of stress damage equal to the damage dealt minus There wisdom Score to a minimum of one.

  • Do not apply stress damage to the target character’s hit points, but is rather accumulated over time until it wears off during rest.

  • Each time a character suffers 1 or more points of stress damage, check to see if their current stress damage total exceeds a multiple of their Wisdom score (e.g. 1 × Wisdom score, 2 × Wisdom score, etc.), they must make a Wisdom save throw. The highest multiple exceeded by the total stress damage accumulated to date determines this save’s DC, as shown on Table see below. With failure, the character suffers the listed condition

Wisdom Multiple DC Condition Healing Short Rest Healing Long Rest
1xWis 12 Shaken 1 1D6 + Wisdom mod 1D12 + Wisdom mod
2xWis 15 Shaken 2 1D4 + Wisdom mod 1D8 + Wisdom mod
3xWis 20 Shaken 3 1 1D4 + Wisdom mod
4xWis 25 Shaken 4 Medical help 1 + Wisdom mod
5xWis 30 Broken Medical Help Medical Help

Subdual (Non Leathal):

  • Do not apply Subdual damage to the target character’s hit points.
  • Any amout of subdual damage in an amount that exceedes the targets Constitution modifier will become the DC for a Consitution save or fall unconscious.
  • If unconscious a new test may be made each round using the same DC that was failed originly.

Target zones

Each time a character fires a single shot, Burst fire or a controlled burst they may target a specific body part, ussualy made with a negative to the attack roll, this is chosen before any roll are made for the attack. See chart below for a list of target locations, the negative you will receive and the effect a successful hit will incur. if a target was not nominated and the roll was already made it is treated as a torso shot.

Target Location negative to Hit Effect
Head -10 Counts as a Critical, if a natural 20 is rolled and the total still hits roll triple the damage dice instead of double.
Torso - Normal hit and any attacks that are made and not designated
Arms -6 if the target is bladed to you double the penalty if your firing at the targets far arm, if the target is hit with an attack in the arm and is holding an object in that hand must make a con save DC = to the damage dealt, on a fail the target may not use that Arm for 1d4 rounds.
Hands -8 if the target is bladed to you double the penalty if your firing at the targets far hand, if the target is hit with an attack in the hand must make a con save DC = to the damage dealt, on a fail the target drops any items in that hand and they may not use that hand for 1d4 Rounds.
Pelvis -4 A target hit with an attack in the pelvis must make a Con save DC = to the damage dealt, on a fail the target is Falls Prone and cant get up for 1d4 Rounds
Legs -5 if the target is bladed to you double the penalty if your firing at the targets far hand, if the target is hit with an attack in the leg they must make a con save DC = to the damage dealt, on a fail the target is slowed for 1d4 Rounds, if both legs have been hit by this, the target is slowed and has a movement of 5ft regardless of its movement, this lasts for the duration both legs are effected.
Feat -7 if the target is bladed to you double the penalty if your firing at the targets far foot, if the target is hit with an attack in the foot they must make a con save DC = to the damage dealt, on a fail the target may not apply any Dex bonus to any skill rolls or saves for 1d4 Rounds, if both feat have been hit by this, the target also has disadvantage on all dex based skill tests and saves for the duration both legs are effected
 

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