-
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.