d20 Modern Conversion: Armour and Weapons

by Dylan Richards

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Chapter X: Equipment

Equipment is of paramount concern to anyone operating in the line of fire, as it often can be the difference between life and death. Whether it be a tool to fix a particular problem, armour designed for undercover work, or just a big gun, having the right equipment on hand can boost anyone's confidence. This chapter details all of the items and merchandise that are most useful when facing the threats of a modern world.

Armour

Body armour comes in a variety of shapes and sizes, providing varying degrees of coverage and varying heaviness of materials.

Concealability

Several forms of modern armour are designed such that they can be concealed if necessary. Unlike small objects, there is very little a character can do in the moment to hide armour they are wearing. As such, the DC to notice worn armour is static and unaffected by the ability scores of whoever is wearing the armour.

Noticing concealed armour is done with a Wisdom (Perception) check. The DC of this check is dependent on the type of armour, and is shown in the "Perception DC" column of the armour table. If an armour type does not have a listed DC, it is always considered noticed by anyone seeing the character wearing it.

Light Armour

For the character who doesn’t want to be bogged down by more cumbersome armour types, a leather garment or some sort of concealable armour is just the ticket.


Heavy Coat

A thick coat designed for cold weather can provide some small degree of protection when worn, but isn't exactly an advanced defencive solution.

Leather Jacket

This armour is represented by a heavy leather biker’s jacket. A number of other impromptu armours, such as a football pads and a baseball catcher’s pads, offer similar protection and game statistics.

Kevlar-Lined Coat

A favourite of the paranoid civilian everywhere, this type of coat offers significantly more protection than a standard garment, being lined with more resilient materials.

Light Undercover Shirt

Designed for deep undercover work in which it’s critical that the wearer not appear to be armed or armoured, this garment consists of a T-shirt with a band of light protective material sewn in around the lower torso.

Pull-Up Pouch Vest

This garment, consisting of a torso apron of light protective material held up by a loop around the neck, can be stored in an innocuous fanny pack. Wear it around your waist, and you’ll attract little attention. Then, when the bullets begin to fly, simply unzip the pouch and pull the apron up and over your neck. Deploying the apron is an environmental interaction. This garment provides no AC bonus when undeployed.

Armour
Armour Value Armour Class (AC) Strength Stealth Perception DC Weight
Light Armour
  Heavy Coat 8 11 + Dex modifier Disadvantage 6 lb.
  Leather Jacket 10 11 + Dex modifier 4 lb.
  Kevlar-Lined Coat 12 12 + Dex modifier Disadvantage 6 lb.
  Light Undercover Shirt 13 11 + Dex modifier 24 2 lb.
  Pull-Up Pouch Vest 14 12 + Dex modifier Special 2 lb.
  Undercover Vest 15 13 + Dex modifier 18 3 lb.
Medium Armour
  Concealable Vest 16 14 + Dex modifier (max 2) 16 4 lb.
  Light-Duty Vest 17 15 + Dex modifier (max 2) 8 lb.
  Tactical Vest 18 16 + Dex modifier (max 2) Str 13 Disadvantage 10 lb.
Heavy Armour
  Special Response Vest 18 15 Str 13 Disadvantage 15 lb.
  Land Warrior Armour 19 17 Str 13 Disadvantage 10 lb.
  Forced Entry Unit 20 18 Str 15 Disadvantage 20 lb.
Shields
  Riot Shield 12 +2 6 lb.
  Ballistic Shield 18 +3 Str 15 Disadvantage 16 lb.

Special. While undeployed, characters automatically fail Perception checks to notice this garment (though at the GM's discretion they may notice the pouch, and intuit what it contains). While deployed, the armour is not considered concealable.

Medium Armour

Most medium armour is not terribly heavy, but nonetheless provides a significant amount of protection - at the expense of some agility.

Concealable Vest

Standard issue in many police forces, this vest provides maximum protection in a garment that can be worn all day long under regular clothing. While it may go unnoticed by a quick glance, it is usually visible to anyone looking closely for it.

Light-Duty Vest

A lightweight tactical vest designed for extended use by riot police and forces on alert for potential attack, this armour sacrifices a degree of protection for a modicum of comfort - at least compared to other tactical body armours.

Tactical Vest

The standard body armour for police tactical units, this vest provides full-torso protection in the toughest flexible protective materials available.

Heavy Armour

For the best protection money can buy, go with heavy armour - putting a thick, solid barrier between you and the bullets is certainly an effective means of defence.

Special Response Vest

Built like the tactical vest, but incorporating groin and neck protection as well as a ceramic plate over the chest, this armour provides additional protection in battles against heavily armed opponents.

Land Warrior Armour

The standard in warzone protection, this armour incorporates additional plating on the arms and legs in comparison to a special response vest.

Forced Entry Unit

The most powerful protection available is built into this suit, which consists of a heavy torso jacket with ceramic plates over the chest and back, neck and groin guards, arm protection, and a helmet. Heavy and cumbersome, this armour is generally only donned by tactical officers heading into a dangerous assault.

Shields

While they have fallen out of popularity somewhat in modern times - due to the popularity of two-handed firearms and the need for a free hand - shields do still have their uses in certain situations.

Riot Shield

Ideal for forming a barricade and protecting against thrown items, riot shields are usually constructed from clear reinforced plastic. They won't often stand up to more intense impacts such as bullets, usually cracking or bending when subjected to extreme forces.

 
Ballistic Shield

A large, thick shield of steel, these are what you grab when you need to stop a bullet. Ballistic shields often come with a small viewport in the top half.

Optional Rule:
Damage Reduction

You may allow armour to reduce the damage of incoming attacks in your game. If you do so, consult the following table for how much each armour reduces certain damage types:

Armour Bludgeoning Piercing Slashing
Light Armour
  Heavy Coat 0 0 0
  Leather Jacket 0 0 2
  Kevlar-Lined Coat 0 2 2
  Light Undercover Shirt 0 2 0
  Pull-Up Pouch Vest 0 2 2
  Undercover Vest 0 2 2
Medium Armour
  Concealable Vest 2 3 2
  Light-Duty Vest 2 3 3
  Tactical Vest 2 5 3
Heavy Armour
  Special Response Vest 3 5 3
  Land Warrior Armour 5 5 5
  Forced Entry Unit 7 7 7
Shields
  Riot Shield 2 2 2
  Ballistic Shield 5 5 5

Weapons

Noise

Unlike most melee or historical ranged weapons, guns create a lot of noise when they are fired. Unless a firearm (a ranged weapon using bullets as ammunition) has the Suppressed. property, shots from the weapon can be heard 100 feet away. Weapons that do not use bullets as ammunition (such as dart guns, tasers, compound bows, and heavy crossbows) don't generate any excessive noise when used unless otherwise stated.

Weapon Properties

Many weapons have special properties related to their use, as shown in the Weapons table.

Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. The ammunition of a firearm is destroyed upon use. Other ammunition, such as arrows and crossbow bolts may be recovered. At the end of the battle, you can recover half of your recoverable ammunition by taking a minute searching the battlefield.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon.

Archaic. See "Historic Weapons".

Braced. A weapon that has the braced property is designed to be fired only when braced on a bipod, or a hard, stationary surface, such as a low wall. Bracing the weapon requires an action or a bonus action (the character’s choice). If the character moves after bracing the weapon, or drops the weapon, the weapon is no longer considered to be braced. While a weapon with this property is not braced, attack rolls with it are made at disadvantage.

Burst Fire. A weapon that has the burst fire property can make a normal single-target attack, or it can spray a 10-foot-cube area within range that you can see with shots. Each creature in the area must succeed on a Dexterity saving throw or take the weapon's normal damage. The DC equals 8 + your Dexterity modifier + your proficiency bonus if proficient. This action uses ten pieces of ammunition.

Targets within the long range of the weapon make this saving throw with advantage. Creatures and objects which are larger than the targeted area automatically fail this saving throw.

Covert. You have advantage on Dexterity (Sleight on Hands) checks to conceal this weapon.

Finesse. When making an attack with a finesse weapon, you can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively.

Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. See the rules for two-weapon fighting in the Player's Handbook.

Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range.

Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.

Reload. You can fire a limited number of shots with this weapon before you need to reload. How the weapon is reloaded depends on the type of magazine it uses to store ammunition. Reloading firearms come in three basic types: box, internal, and linked.

Box: A box magazine is any type of magazine that can be removed and reloaded separately from the weapon.

Internal: Some weapons keep their ammunition in an internal space, which must be loaded by hand. This is the case with most shotguns, as well as some rifles. This category includes the cylinder of a revolver.

Linked: Some machine guns use linked ammunition. The bullets are chained together with small metal clips, forming a belt. Typically, a belt holds 50 bullets; any number of belts can be clipped together. In military units, as the gunner fires, an assistant clips new ammunition belts together, keeping the weapon fed.

Reloading a weapon or magazine is an action or a bonus action (the character's choice). This includes reloading individual bullets, reloading a magazine, reloading using a speedloader, and loading or linking an ammunition belt. However, when reloading individual bullets by hand, a maximum of 4 can be reloaded during a reload action.

Special. Some weapons have effects that are specific to them. These will be noted in the descriptions below the table.

Spray. A weapon that has the spray property uses two pieces of ammunition for each attack made. If only one piece of ammunition is available for an attack, the damage the weapon deals is halved.

Spread. When attacking a target within this weapon's normal range, roll an additional damage die and add it to the weapon’s damage. When fired at long range, you may apply the attack roll to an additional creature within 5 feet of the target. Roll damage against the secondary target separately.

Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a hatchet, you use your Strength, but if you throw a hunting knife, you can use either your Strength or your Dexterity, since the hunting knife has the finesse property.

Two-Handed. This weapon requires two hands when you Attack with it.

Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property - the damage when the weapon is used with two hands to make an attack.


Weapons
Weapon Value Damage Weight Properties
Simple Melee Weapons
  Baton 7 1d6 bludgeoning 2 lb. Light
  Brass Knuckles 5 1d4 bludgeoning 1 lb. Light, covert
  Cleaver 5 1d4 slashing 2 lb. Light
  Extendable Baton 8 1d6 bludgeoning 2 lb. Light, covert
  Hatchet 6 1d6 slashing 2 lb. Light, thrown (range 20/60)
  Hammer 5 1d4 bludgeoning 2 lb. Light, thrown (range 20/60)
  Hunting Knife 6 1d4 piercing 2 lb. Finesse, light, thrown (range 20/60)
  Machete 6 1d8 slashing 3 lb. Finesse, light
  Pocket Knife 5 1d4 piercing 1 lb. Covert, finesse, light
  Sap 5 1d4 bludgeoning 1 lb. Light, finesse
  Stun Baton 9 1d6 bludgeoning
+ 1d4 lightning
2 lb. Light, special
  Stun Gun 7 1d4 lightning 1 lb. Light, special
  Tonfa 8 1d6 bludgeoning 2 lb. Light, finesse, special
Simple Ranged Weapons
  Autoloader 17 2d6 piercing 3 lb. Ammunition (range 50/150), reload (15 box), light
  Carbine 19 2d6 piercing 6 lb. Ammunition (range 80/320), reload (20 box), versatile (2d8)
  Dart Gun 6 1 piercing 2 lb. Ammunition (range 40/120), reload (1 internal), covert
  Double-Barreled Shotgun 20 2d8 piercing 7 lb. Ammunition (range 30/90), reload (2 internal), spread
  Flamethrower 20 3d6 fire 20 lb. Ammunition, reload (tank), two-handed, special
  Holdout Pistol 15 2d4 piercing 2 lb. Ammunition (range 30/90), reload (1 internal), light, covert
  Hunting Rifle 18 2d10 piercing 8 lb. Ammunition (range 180/540), reload (5 box), two-handed
  Machine Pistol 20 3d6 piercing 3 lb. Ammunition (range 50/150), reload (20 box), spray, burst fire, light
  Revolver 7 2d6 piercing 2 lb. Ammunition (range 50/150), reload (6 internal)
  Sawed-Off Shotgun 19 2d8 piercing 4 lb. Ammunition (range 20/60), reload (2 internal), spread
  Taser 9 1d4 lightning 2 lb. Ammunition (range 15/30), reload (1 internal), special
Martial Melee Weapons
  Chain 4 1d8 bludgeoning 6 lb. Two-handed, reach
  Chainsaw 10 3d6 slashing 10 lb. Two-handed, heavy, special
  Sledgehammer 6 2d6 bludgeoning 9 lb. Heavy, two-handed
  Sword Cane 9 1d8 slashing 3 lb. Finesse, special
  Whip 7 1d4 slashing 3 lb. Finesse, reach
Martial Ranged Weapons
  Anti-Material Sniper Rifle 23 2d12 piercing 20 lb. Ammunition (range 200/1000), reload (5 box), braced, two-handed
  Anti-Personnel Sniper Rifle 22 2d10 piercing 15 lb. Ammunition (range 180/900), reload (8 box), two-handed
  Assault Rifle 21 3d8 piercing 10 lb. Ammunition (range 80/320), reload (30 box), spray, burst fire, two-handed
  Auto Carbine 20 3d6 piercing 6 lb. Ammunition (range 80/320), reload (20 box), spray, burst fire, versatile (3d8)
  Compound Bow 10 1d10 piercing 5 lb. Ammunition (range 150/600), heavy, two-handed
  Heavy Machine Gun 25 3d12 piercing 30 lb. Ammunition (range 100/400), reload (linked), spray, burst fire, two-handed,
braced, special
  Hunting Crossbow 11 1d12 piercing 10 lb. Ammunition (range 100/400), heavy, reload (1 internal), two-handed
  High-Caliber Autoloader 18 2d8 piercing 4 lb. Ammunition (range 80/320), reload (9 box)
  High-Caliber Revolver 13 2d8 piercing 4 lb. Ammunition (range 80/320), reload (6 internal)
  Light Machine Gun 23 3d10 piercing 20 lb. Ammunition (range 80/320), reload (linked), spray, burst fire, braced, two-handed
  Pump-Action Shotgun 18 2d10 piercing 7 lb. Ammunition (range 30/90), reload (8 internal), spread, two-handed
  Semi-Automatic Shotgun 19 3d8 piercing 8 lb. Ammunition (range 30/90), reload (8 internal), spray, spread, two-handed
  Submachine Gun 20 3d6 piercing 6 lb. Ammunition (range 80/320), reload (30 box), spray, burst fire, two-handed

Archaic Weapons

Weapons which were used historically, but have fallen out of popular use, are considered Archaic. The majority of the weapons found in the Player's Handbook are considered Archaic. A character is not assumed to be proficient in an Archaic weapon, even if they are proficient in the category that the weapon falls under.

For example, Sadie has taken the Soldier advanced class, so she is proficient in "all weapons". However, it is down to the GM to decide whether she is proficient with a well-preserved longsword that she finds while exploring some old ruins. This decision should usually be based on whether the character has particular experience with another weapon similar to the Archaic weapon, or whether the character has specific knowledge of historic armaments. In Sadie's case, she hasn't really spent any time around historic weapons, but she has displayed a particular knack with a machete in the past, so the GM decides she is proficient in the longsword.

Silvered Weapons

You can have a weapon silvered by visiting an appropriate labourer. The Value of such a service is 10. Silvered ammunition is covered under "Special Ammunition" later in this chapter. Silvered weapons follow the same rules detailed in chapter 5 of the Player's Handbook.

Special Weapons

Weapons with special rules are described here.

Stun Baton. A stun gun has 5 charges. When you hit a creature with a stun gun, you can choose to expend one charge. When you do so, the target must make a Constitution saving throw (DC 10) or be incapacitated. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the effect ends on the target.

The stun baton can be recharged to 5 charges using a battery.

Stun Gun. A stun gun has 5 charges. To attack with a stun gun, you must expend one charge. A creature hit with a stun gun must make a Constitution saving throw (DC 10) or be incapacitated. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the effect ends on the target.

The stun gun can be recharged to 5 charges using a battery.

Tonfa. While wielding a tonfa in each hand, you have a +1 bonus to AC.

Flamethrower. A flamethrower consists of a pressurized tank containing fuel, connected to a tube with a nozzle. When you attack with a flamethrower, it shoots a 5-foot-wide, 30-foot-long line of flame.

Any creature caught in this area must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much on a successful one. The DC equals 8 + your Dexterity modifier + your proficiency bonus if proficient.

Any creature or flammable object that takes damage from a flamethrower catches on fire, taking 1d6 points of fire damage at the start of each of their turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.

A single gasoline tank provides a flamethrower with enough fuel for 10 shots before it must be reloaded.

Refilling or replacing a fuel pack requires 1 minute and has a purchase value of 13.

Taser. A taser uses springs or compressed air to fire a pair of darts at a target. On impact, the darts release a powerful electrical current. A creature hit with a taser must make a Constitution saving throw (DC 15) or be incapacitated. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the effect ends on the target.

Chainsaw. Military and police units use powered saws to cut through fences and open doors rapidly. They are sometimes pressed into service as weapons, often by people who watch too many movies. A chainsaw must be running to be used as a weapon, otherwise it simply counts as an improvised weapon. Starting a chainsaw is an action. If you roll a natural 1 on an attack roll with a chainsaw, it stalls.

Sword Cane. This is a lightweight, concealed sword that hides its blade in the shaft of a walking stick or umbrella. Because of this special construction, the sword component considered to be concealed when sheathed; it is noticed only with a Wisdom (Perception) or Intelligence (Investigation) check (DC 20).

Heavy Machine Gun. The recoil of this weapon is far too large to be reasonably wielded without support, and should only be used when properly steadied. In addition to imposing disadvantage on attack rolls, anyone attacking with this weapon when it is not braced must make a DC 20 Strength saving throw or be knocked prone.

Ammunition

The weight and cost of bullets is determined by the damage die of the weapon it is used for. Shotgun shells are a little heavier; use the weight value for bullets with the next up damage die. Purchase values are for 50 rounds.

Bullets
Damage
Die
Value 10 20 30 40 50 100
d4 3 1/2 lb. 1/2 lb. 1/2 lb. 1/2 lb. 1 lb. 1 1/2 lb.
d6 3 1/2 lb. 1/2 lb. 1/2 lb. 1 lb. 1 lb. 2 lb.
d8 4 1/2 lb. 1/2 lb. 1/2 lb. 1 lb. 1 lb. 2 lb.
d10 5 1/2 lb. 1 lb. 1 lb. 1 1/2 lb. 1 1/2 lb. 3 lb
d12 6 1 lb. 2 lb. 3 lb. 4 lb. 5 lb. 10 lb
WEIGHT PER NUMBER OF ROUNDS:
Other Ammunition
Ammunition Value Weight
Arrows (20) 7 1 lb.
CO2 Darts (16) 8 1 lb.
Crossbow Bolts (20) 6 1 1/2 lb.
Taser Cartridges (4) 8 1/2 lb.
Flamethrower Tank 8 2 lb.

Credits

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

Source Material

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

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

 

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