Simple Modern Guns

by Fusabi

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  • Simple Modern Guns

Ready. Aim. Fire!

This page was created to expand on the already existing set of modern weaponry. The existing set of weapons are meant to broadly fit most modern firearms such that almost all fire arms can be flavored to one of these items

Firearms

Proficiency

This page was made for indented use in a modern to futuristic setting, as such it is assumed that player characters would be aware of the concept of firearms as such all characters do not need additional features to be able to use a firearm outside of weapon proficiency.

Properties

Firearms are considered a ranged weapon.

Reload. The weapon can be fired a number of times equal to its Reload score before you must spend a action or a bonus action to reload (the character's choice).

Burst Fire. A weapon that has the burst fire property can make a normal single-target attack, or if it is fully loaded, it can spray a 10-foot-cube area within normal range with shots. Each creature in the area must make a DC 15 Dexterity saving throw. A target takes full weapon damage on a failed save, or half as much on a successful one. This action uses all the loaded ammunition.

Ammunition. All firearms require ammunition to make an attack, however not all firearms take the same ammunition, firearms will only work with one type of ammunition specified in their properties. There exist four types of ammunition Pistol, Rifle, Shell, and Special. Special ammunition can only be used to attack with one specific weapon and usually create a special effect when the weapon attacks.

Regular Firearms
Name Cost Damage Weight Properties
Simple Ranged Weapons
Pistol - 2d4 piercing 2lb Ammunition, Pistol (Range 30/100), Reload 10, Light
Revolver - 2d8 piercing 3lb Ammunition, Pistol (Range 40/150), Reload 6,
Martial Ranged Weapons
Machine Pistol - 2d6 piercing 4lb Ammunition, Pistol (Range 50/150), Burst Fire, Reload 20
Automatic Rifle - 2d8 piercing 8lb Ammunition, Rifle (Range 60/200), Burst Fire, Reload 30, Two-Handed
Long Rifle - 2d10 piercing 8lb Ammunition, Rifle (Range 80/240), Reload 5, Heavy, Two-Handed
Pump Shotgun - 3d4 piercing 8lb Ammunition, Shell (Range 30/90), Reload 5, Two-Handed
Breach Shotgun - 3d6 piercing 8lb Ammunition, Shell (Range 20/60), Reload 2, Heavy, Two-Handed
Special Firearms
Name Cost Damage Weight Properties
Simple Ranged Weapons
Taser Gun - 1d4 lightning 1lb Ammunition, Special (Range 10/20), Light
Flare Gun - 1d4 fire 1lb Ammunition, Special (Range 20/100), Light, Reload 1
Martial Ranged Weapons
Flamethrower - - 20lb Ammunition, Special (Range 20/40), Heavy, Two-Handed, Reload 100
Small Explosive Gun - - 10lb Ammunition, Special (Range 30/120), Heavy, Loading
Large Explosive Gun - - 30lb Ammunition, Special (Range 80/240), Heavy, Loading, Two-Handed

Taser Gun

On a successful hit the target must make a DC 15 constitution saving throw. On a failure the target becomes stunned and prone for 1d4 rounds.

Flare Gun

When this weapon is fired it creates a line 100 feet long originating from the user. This line Sheds bright light in a 30 foot radius and dim light for an additional 30 feet. This light lasts for 1 minute

Flamethrower

This weapon coats an area in flame at the cost of ammunition. When a creature wielding this weapon attacks it can expend one piece of ammunition, make a ranged attack on a creature or to cover a flammable five by five foot square with fire. When a creature is hit with this attack it will take 2d4 fire damage at the start of each of its turns and can spend an action to attempt to pass a DC 11 Dexterity check to put out the flames.

Small Explosive Gun

Make a ranged attack with this weapon again against a creature or object. On a hit the target must make a DC 15 Dexterity saving throw. On a fail the creature takes 3d4 fire and 3d4 thunder damage, or half as much on a success, objects automatically fail and take full damage.

Large Explosive Gun

Make a ranged attack with this weapon again against a creature or object. On a hit the target must make a DC 18 Dexterity saving throw. On a fail the creature takes 3d8 fire and 3d8 thunder damage, or half as much on a success, objects automatically fail and take full damage.

 

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