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# Aj's 5e d20 modern
##### Table of Contents | Equipment | page number | |:-------|----:| | Armor | 4 | | Weapons | 5 | | Melee Weapons | 6 | | Ranged Weapons | 8 | | Explosives | 9 | | Explosive Weapons | 11 | | Modifications | 12 | | Accessories | 14 | | Gear/Items | 16 | | Vehicles | 19 | | Sample Vehicle Stat Blocks | 22 |
\pagebreak # 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, armor 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. ## Armor Body armor comes in a variety of shapes and sizes, providing varying degrees of coverage and varying heaviness of materials. #### Concealability Several forms of modern armor 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 armor they are wearing. As such, the DC to notice worn armor is static and unaffected by the ability scores of whoever is wearing the armor. Noticing concealed armor is done with a Wisdom (Perception) check. The DC of this check is dependent on the type of armor, and is shown in the "Perception DC" column of the armor table. If an armor type does not have a listed DC, it is always considered noticed by anyone seeing the character wearing it. #### Light Armor For the character who doesn’t want to be bogged down by more cumbersome armor types, a leather garment or some sort of concealable armor 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 defensive solution. ##### Leather Jacket This armor is represented by a heavy leather biker’s jacket. A number of other impromptu armors, such as a football pads and a baseball catcher’s pads, offer similar protection and game statistics. ##### Kevlar-Lined Coat A favorite 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 armored, 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.
##### Armor | Armor | Cost | Armor Class (AC) | Strength | Stealth | Perception DC | Weight | |:---|:---:|:---|:---|:---|:---:|:---:| | *Light Armor* | | Heavy Coat | $40 | 11 + Dex modifier | — | Disadvantage | — | 6 lb. | | Leather Jacket | $90 | 11 + Dex modifier | — | — | — | 4 lb. | | Kevlar-Lined Coat | $150 | 12 + Dex modifier | — | Disadvantage | — | 6 lb. | | Light Undercover Shirt | $200 | 11 + Dex modifier | — | — | 24 | 2 lb. | | Pull-Up Pouch Vest | $275 | 12 + Dex modifier | — | — | Special | 2 lb. | | Undercover Vest | $350 | 13 + Dex modifier | — | — | 18 | 3 lb. | | *Medium Armor* | | Concealable Vest | $500 | 14 + Dex modifier (max 2) | — | — | 16 | 4 lb. | | Light-Duty Vest | $650 | 15 + Dex modifier (max 2) | — | — | — | 8 lb. | | Tactical Vest | $900 | 16 + Dex modifier (max 2) | Str 13 | Disadvantage | — | 10 lb. | | *Heavy Armor* | | Special Response Vest | $900 | 15 | Str 13 | Disadvantage | — | 15 lb. | | Land Warrior Armor | $1,200 | 17 | Str 13 | Disadvantage | — | 10 lb. | | Forced Entry Unit | $1,500 | 18 | Str 15 | Disadvantage | — | 20 lb. | | *Shields* | | Riot Shield | $150 | +2 | — | — | — | 6 lb. | | Ballistic Shield | $900 | +3 | Str 15 | Disadvantage | — | 16 lb. | | Deflector Shield | $1600 | +3 | - | - | 18 | 1 lb. |
\pagebreakNum ***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 armor is not considered concealable. #### Medium Armor Most medium armor 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 armor sacrifices a degree of protection for a modicum of comfort - at least compared to other tactical body armors. ##### Tactical Vest The standard body armor for police tactical units, this vest provides full-torso protection in the toughest flexible protective materials available. #### Heavy Armor For the best protection money can buy, go with heavy armor - putting a thick, solid barrier between you and the bullets is certainly an effective means of defense. ##### Special Response Vest Built like the tactical vest, but incorporating groin and neck protection as well as a ceramic plate over the chest, this armor provides additional protection in battles against heavily armed opponents. ##### Land Warrior Armor The standard in warzone protection, this armor 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 armor is generally only donned by tactical officers heading into a dangerous assault. \columnbreak #### 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. ##### Deflector Shield An arm mounted shield generator that reflects most attacks. Only effective when powered on (as a bonus action) these can be hidden from view under clothing. #### Optional Rule:Damage Reduction You may allow armor to reduce the damage of incoming attacks in your game. If you do so, consult the following table for how much each armor reduces certain damage types: | Armor | Bludgeoning | Piercing | Slashing | |:---|:---:|:---:|:---:| | *Light Armor* | | 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 Armor* | | Concealable Vest | 2 | 3 | 2 | | Light-Duty Vest | 2 | 3 | 3 | | Tactical Vest | 2 | 5 | 3 | | *Heavy Armor* | | Special Response Vest | 3 | 5 | 3 | | Land Warrior Armor | 5 | 5 | 5 | | Forced Entry Unit | 7 | 7 | 7 | | *Shields* | | Riot Shield | 2 | 2 | 2 | | Ballistic Shield | 5 | 5 | 5 | | Deflector Shield | 6 | 6 | 6 | \pagebreakNum ## Weapons ### Firearms + Damage Firearms represent perhaps the single greatest advance in warfare throughout history. Using chemical propellants to deliver force rather than human muscle power. For the purposes of D&D, a firearm is a ranged weapon using bullets as ammunition. >##### Firearm Damage > >Unless you have a feat or Speciality feature such as the Gunslinger, you **DO NOT** add modifiers to your damage rolls. ####
Optional Rule: Two-Weapon Fighting With Ranged Weapons
A lone gunslinger rushing to engage with both hands blazing hot lead is an iconic scene in many settings that involve firearms, however in standard D&D 5th Edition, you cannot dual-wield ranged weapons. To allow for this in your games, simply allow ranged weapons with the ***Reload*** property to be used with two-weapon fighting, treating them the same as you would a melee weapon. ### Noise Unlike most melee or historical ranged weapons, guns create a lot of noise when they are fired. Unless a firearm is equipped with a suppressor, shots from the weapon can be heard up to 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. Each time you attack with the weapon, you expend one piece of ammunition. 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". ***A-Fire.*** Short for "automatic fire", this weapon continually fires as long as the trigger is held. When you make an attack with this weapon on your turn, you instead make two attacks with disadvantage. These attacks always have disadvantage, regardless of circumstance, and the targets of both attacks must be within 5 feet of one another (both attacks can be made against the same target). These attacks use double the normal amount of ammunition. ***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 unless the character's Strength score is equal to or higher than the number in parentheses. ***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. 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. ***Mounted.*** The recoil of this weapon is far too large to be reasonably wielded without support, and should only be used when properly steadied. A weapon that has the mounted property is designed to be fired only when mounted on a tripod, vehicle, or other sturdy base. Mounting or unmounting the weapon requires an action. While it is mounted, it cannot be moved. Wielding a weapon with this property that is not mounted imposes disadvantage on attack rolls and anyone attacking with this weapon when it is not mounted must make a DC 20 Strength saving throw or be knocked prone, unless the character's Strength score is equal to or higher than the number in parentheses. Additionally, creatures wielding this weapon while it is not mounted move at half speed. ***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 firearm that you are proficient with using a filled box magazine or speed loader, or linking two belts of ammunition together is an action or a bonus action. Refilling a box magazine or a speed loader, reloading a weapon with an internal magazine, loading a belt of linked ammunition, or reloading a weapon that you aren't proficient with is an action. \pagebreakNum >##### Simplified Reloading > >Not all groups want complicated reloading mechanics. If you wish to simplify the reloading rules, simply treat all reload actions as a bonus action. ***S-Fire.*** Short for "selective fire", this weapon can alternate between automatic and non-automatic shooting. When you make an attack with this weapon on your turn, you can choose to make two attacks with disadvantage instead. These attacks always have disadvantage, regardless of circumstance, and the targets of both attacks must be within 5 feet of one another (both attacks can be made against the same target). These attacks use double the normal amount of ammunition. ***Spray.*** This weapon uses multiple pieces of ammunition for each attack. The number in parentheses specifies how many pieces of ammunition are used for each attack. ***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. \columnbreak #### 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 cost of this a service is $90. 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.
##### Melee Weapons | Weapon | Cost | Damage | Weight | Properties | |:---|:---:|:---|:---:|:---| |
*Simple Melee Weapons*
| | Baton | $40 | 1d6 bludgeoning | 2 lb. | Light | | Brass Knuckles | $12 | 1d4 bludgeoning | 1 lb. | Light, covert | | Cleaver | $20 | 1d4 slashing | 2 lb. | Light | | Extendable Baton | $55 | 1d6 bludgeoning | 2 lb. | Light, covert | | Hatchet | $30 | 1d6 slashing | 2 lb. | Light, thrown (range 20/60) | | Hammer | $20 | 1d4 bludgeoning | 2 lb. | Light, thrown (range 20/60) | | Hunting Knife | $20 | 1d4 piercing | 2 lb. | Finesse, light, thrown (range 20/60) | | Pocket Knife | $12 | 1d4 piercing | 1 lb. | Covert, finesse, light | | Sap | $20 | 1d4 bludgeoning | 1 lb. | Light, finesse | | Stun Baton | $70 | 1d6 bludgeoning+ 1d4 lightning | 2 lb. | Light, special | | Stun Gun | $40 | 1d4 lightning | 1 lb. | Light, finesse, special | | Tonfa | $55 | 1d6 bludgeoning | 2 lb. | Light, finesse, special | |
*Martial Melee Weapons*
| | Assassin Blade | $50 | 1d4 piercing | 1 lb. | Light, Finesse, Covert, Special | | Chain | $12 | 1d8 bludgeoning | 6 lb. | Two-handed, reach | | Chainsaw | $90 | 3d6 slashing | 10 lb. | Two-handed, heavy, special | | Greataxe | $50 | 1d12 slashing | 7 lb. | Heavy, two-handed | | Katana | $70 | 1d8 slashing | 3 lb. | Versatile (1d10) | | Machete | $30 | 1d8 slashing | 3 lb. | Finesse, light | | Sledgehammer | $30 | 2d6 bludgeoning | 9 lb. | Heavy, two-handed | | Sword Cane | $70 | 1d8 slashing | 3 lb. | Finesse, special, covert |
\pagebreakNum ### Special Weapons Weapons with special rules are described here.
***Assassin Blade*** A covert bracer around the forearm with a small extendable blade inserted in the wrist. While it is impractical to be used in combat, this blade can be deadly. When you have advantage on an attack with this weapon, it deals an additional 1d4 damage and deals piercing damage. ***Cannon.*** A classical weapon that has been used for well over 500 years, this simplistic artillery weapon packs quite a punch. A creature hit with a cannon must make a Strength saving throw (DC 15) or be knocked prone. ***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. ***BB Gun.*** These toys come in a variety of styles, and a particular BB Gun may have any one of the following properties: ***A-Fire***, ***Spread***, ***Light***, and ***Two-Handed***. Their ammunition capacity also varies, and may be as high as 50. ***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. ***Judge Carbine.*** This revolving carbine has a long cylinder that allows it to load either d6 Shotgun shells or d10 Revolver cartridges. When loaded with shells it gains the ***Spread*** property and its range is reduced to 30/90. ***Judge Revolver.*** This high-caliber revolver has a long cylinder that allows it to load either d6 Shotgun shells or d10 Revolver cartridges. When loaded with shells it gains the ***Spread*** weapon property and its range is reduced to 20/60. ***Punt Gun.*** This extremely oversized shotgun was historically intended for hunting large numbers of birds simultaneously. When you attack with this weapon, you target a 90-foot cone. Each creature in the area must make a Dexterity saving throw (DC 20) or take the weapon's damage. ***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 stunned until the end of its next turn. 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 stunned until the end of its next turn. The stun gun can be recharged to 5 charges using a battery. ***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). ***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 stunned until the end of its next turn. ***Tonfa.*** While wielding a tonfa in each hand, you have a +1 bonus to AC. ### 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. Listed costs are for 50 rounds. If a weapon has the ***Versatile*** property, use the higher damage die to determine which bullets to use for it. ##### Bullets | Damage Die | Cost | 50 | |:---:|:---:|:---:|:---:| | d4 | $40 | 1/2 lb. | 1/2 lb. | 1/2 lb. | 1/2 lb. | 1 lb. | 1 1/2 lb. | | d6 | $40 | 1/2 lb. | 1/2 lb. | 1/2 lb. | 1 lb. | 1 lb. | 2 lb. | | d8 | $55 | 1/2 lb. | 1/2 lb. | 1/2 lb. | 1 lb. | 1 lb. | 2 lb. | | d10 | $70 | 1/2 lb. | 1 lb. | 1 lb. | 1 1/2 lb. | 1 1/2 lb. | 3 lb | | d12 | $90 | 1 lb. | 2 lb. | 3 lb. | 4 lb. | 5 lb. | 10 lb |
WEIGHT PER NUMBER OF ROUNDS:
##### Other Ammunition | Ammunition | Cost | Weight | |:---|:---:|:---:| | Arrows (20) | $40 | 1 lb. | | BB Rounds (1000) | $5 | 1/2 lb. | | Cannonball | $55 | 2 lb. | | CO
2
Darts (16) | $55 | 1 lb. | | Crossbow Bolts (20) | $30 | 1 1/2 lb. | | Taser Cartridges (4) | $55 | 1/2 lb. | | Flamethrower Tank | $55 | 2 lb. | | Punt Gun Round | $40 | 1 lb. | \pagebreakNum
##### Ranged Weapons | Weapon | Cost | Damage | Weight | Properties | |:---|:---:|:---|:---:|:---| |
*Simple Ranged Weapons*
| | Autoloader | $350 | 2d6 piercing | 3 lb. | Ammunition (range 50/150), reload (15 box), light | | BB Gun | $40 | 1 piercing | 1 lb. | Ammunition (range 40/120), reload (15 box), special | | Carbine | $650 | 2d6 piercing | 6 lb. | Ammunition (range 80/320), reload (20 box), versatile (2d8) | | Dart Gun | $150 | 1 piercing | 2 lb. | Ammunition (range 40/120), reload (1 internal), covert | | Double-Barreled Shotgun | $500 | 2d8 piercing | 7 lb. | Ammunition (range 30/90), reload (2 internal), spread,two-handed | | Flamethrower | $1,500 | 3d6 fire | 20 lb. | Ammunition, reload (tank), two-handed, special | | Holdout Pistol | $200 | 2d4 piercing | 2 lb. | Ammunition (range 30/90), reload (1 internal), light, covert | | Hunting Rifle | $500 | 2d10 piercing | 8 lb. | Ammunition (range 120/480), reload (5 box), two-handed | | Machine Pistol | $900 | 2d6 piercing | 3 lb. | Ammunition (range 50/150), reload (20 box), s-fire,burst fire, light | | Revolver | $200 | 2d6 piercing | 2 lb. | Ammunition (range 50/150), reload (6 internal), light | | Riot Shotgun | $650 | 2d6 piercing | 4 lb. | Ammunition (range 20/60), reload (10 box), spread,versatile (2d8) | | Sawed-Off Shotgun | $350 | 2d6 piercing | 4 lb. | Ammunition (range 20/60), reload (2 internal), spread,versatile (2d8) | | Taser | $200 | 1d4 lightning | 2 lb. | Ammunition (range 15/30), reload (1 internal), special | |
*Martial Ranged Weapons*
| | Anti-Material Sniper Rifle | $2,750 | 2d12 piercing | 20 lb. | Ammunition (range 150/750), reload (5 box), braced (Str 13),two-handed | | Anti-Personnel Sniper Rifle | $2,000 | 2d10 piercing | 15 lb. | Ammunition (range 120/600), reload (8 box), two-handed | | Assault Rifle | $1,500 | 2d8 piercing | 10 lb. | Ammunition (range 80/320), reload (30 box), s-fire,burst fire, two-handed | | Auto Carbine | $900 | 2d6 piercing | 6 lb. | Ammunition (range 80/320), reload (20 box), s-fire,burst fire, versatile (2d8) | | Cannon | $1,200 | 4d10 bludgeoning | 5 lb. | Ammunition (range 80/320), reload (1 internal), two-handed,mounted (19), special | | Combat Rifle | $2,000 | 2d10 piercing | 10 lb. | Ammunition (range 80/320), reload (20 box),s-fire, burst fire, two-handed | | Combat Shotgun | $2,750 | 2d8 piercing | 8 lb. | Ammunition (range 30/90), reload (20 box), spread,two-handed | | Compound Bow | $200 | 1d10 piercing | 5 lb. | Ammunition (range 150/600), heavy, two-handed | | Heavy Machine Gun | $3,500 | 2d12 piercing | 30 lb. | Ammunition (range 100/400), reload (linked), a-fire,burst fire, two-handed, mounted (17), spray (3) | | High-Caliber Autoloader | $650 | 2d8 piercing | 4 lb. | Ammunition (range 50/150), reload (9 box) | | High-Caliber Revolver | $275 | 2d8 piercing | 4 lb. | Ammunition (range 50/150), reload (6 internal) | | Hunting Crossbow | $275 | 1d12 piercing | 10 lb. | Ammunition (range 100/400), heavy, reload (1 internal),two-handed | | Judge Revolver | $350 | 2d10 piercing | 4 lb. | Ammunition (range 50/150), reload (5 internal), special | | Judge Carbine | $900 | 2d8 piercing | 4 lb. | Ammunition (range 80/320), reload (5 internal), special,versatile (2d10) | | Light Machine Gun | $2,000 | 2d10 piercing | 20 lb. | Ammunition (range 80/320), reload (linked), a-fire,burst fire, braced (Str 15), two-handed, spray (2) | | Marksman Rifle | $1,200 | 2d8 piercing | 8 lb. | Ammunition (range 120/480), reload (20 box), two-handed | | Pump-Action Shotgun | $650 | 2d10 piercing | 7 lb. | Ammunition (range 30/90), reload (8 internal), spread,two-handed | | Punt Gun | $1,500 | 2d12 piercing | 7 lb. | Ammunition, reload (1 internal), mounted (19),two-handed, special | | Short Shotgun | $650 | 2d8 piercing | 4 lb. | Ammunition (range 20/60), reload (8 internal), spread,versatile (2d10) | | Submachine Gun | $1,200 | 2d6 piercing | 6 lb. | Ammunition (range 80/320), reload (40 box), a-fire,burst fire, two-handed |
\pagebreakNum ## Explosives Explosives are often used for fun and profit. Able to deal devastating amounts of damage to a large group or object, explosives are fearsome devices. When purchasing an explosive, you can choose to buy it in grenade, planted, or rocket form. When purchasing an explosive in rocket form increase its multiply its cost by 1.5. Grenades and planted explosives weigh 1 lb., whereas rockets weigh 5 lb. ##### Grenades When throwing a grenade, treat it as a simple ranged weapon (range 20/60). Grenades can also be used as ammunition for a grenade launcher or handheld launcher. ##### Rockets Rockets are explosives used as ammunition for a rocket launcher. ##### Planted Explosives Planted explosives function similarly to grenades, but they are not used as weapons. Rather, they are placed at a location and detonate when they are activated. Planted explosives can be activated in a variety of ways, determined by the type of detonator used. Planting an explosive (including linking a detonator) is an action, and you can plant it within 5 feet of your current position. ### Explosive Saving Throws The saving throw DC of an explosive is dependent on its construction. Typically, purchased explosives have a DC of 12. A character can alter this DC by spending at least 30 minutes tinkering with the explosive. They must have access to a demolitions kit to do this. After tinkering with the explosive, the character makes a DC 15 Intelligence check. On a success, the DC for the explosive becomes 8 + your Intelligence modifier + your proficiency bonus (only add your proficiency bonus if you are proficient with Demolition Kits). On a failure, the DC for the explosive is reduced by 1d4. On a critical failure, the explosive is rendered unusable. An explosive which disperses a poison uses the poison's saving throw. An example of this is the tear gas grenade. ##### Explosives | Explosive | Cost | |:---|:---:| | Det Cord (50 feet) | $90 | | Dynamite (12) | $200 | | Firecracker (12) | $20 | | Flashbang (6) | $150 | | Fragmentation (6) | $900 | | Incendiary (6) | $1,200 | | Plastic Explosive (4) | $350 | | Pulse (6) | $1,500 | | Smoke (6) | $90 | | Tear Gas (6) | $275 | | Thermite (6) | $1,500 | | White Phosphorous (6) | $900 | #### Det Cord Det cord is an explosive in a ropelike form, and can only be purchased in a planted explosive form. Technically, det cord doesn’t explode — but it burns so fast that it might as well be exploding. Normally used to string multiple explosive charges together for simultaneous detonation, det cord can also be looped around a tree or post to cut it neatly in half. A length of det cord can be spread out to pass through up to ten 5-foot squares. When you use your action to plant det cord, you can continue to plant it as you move. When it is activated, any creature within the det cord's area must make a Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much damage on a successful one. It can also be doubled up; for each additional 5 feet of cord within a single 5-foot square, increase the damage by 1d6 (to a maximum of 6d6). #### Dynamite The simplest of explosives, these deal damage through the concussive force of their explosion. When activated, each creature within 5 feet of the explosive must make a Dexterity saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A character can bind dynamite charges together so they explode at the same time. Each additional stick increases the damage by 1d6 (to a maximum of 10d6) and the burst radius by 5 feet (to a maximum of 20 feet). #### Firecracker More of a toy than a serious tool, these weak explosives are often used at cultural celebrations, or occasionally for pranks. When it is activated, any creature within the explosive's area must make a Dexterity saving throw, taking 1d4 thunder damage on a failed save, or half as much damage on a successful one. A character can bind multiple firecrackers together so that they explode sequentially. When they do so, activate the explosive on the same initiative count it was first activated on subsequent rounds, for a number of rounds equal to the amount of firecrackers added. #### Flashbang A flashbang is a non-lethal explosive device used to temporarily disorient an enemy's senses. It is designed to produce a blinding flash of light and an intensely loud "bang" without causing permanent injury. When activated, each creature within 20 feet of the point must make a Dexterity saving throw or be blinded and deafened until the end of their next turn. #### Fragmentation These explosives are designed to disperse small lethal fragments. When activated, each creature within 20 feet of the explosive must make a Dexterity saving throw, taking 5d6 piercing damage on a failed save, or half as much damage on a successful one. \pagebreakNum #### Incendiary These explosives create a large fireball when they explode. When activated, each creature within 10 feet of the explosive must make a Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. #### Plastic Explosive Plastic explosive is a soft and hand-moldable solid form of explosive material. Plastic explosives are especially suited for explosive demolition of obstacles and fortifications by engineers, combat engineers and criminals. When activated, each creature within 10 feet of the explosive must make a Dexterity saving throw, taking 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. It deals double damage against objects and structures. You can combine units of plastic explosive so they explode at the same time. Each additional pound of plastic explosive increases the damage by 2d6 (to a maximum of 14d6) and the burst radius by 5 feet (to a maximum of 30 feet). Additionally, when planting plastic explosive, you can choose to change the burst area to a cone-shaped explosion (you must determine the area affected by the explosive when you plant it). #### Pulse These high-tech explosives crackle with electrical energy. When activated, each creature within 10 feet of the explosive must make a Dexterity saving throw, taking 4d6 lightning damage on a failed save, or half as much damage on a successful one. >#### Randomised Location Rules > >If a character misses with a grenade explosive, usually the GM will just decide where the resulting explosion occurs. If you instead want to determine where the explosion occurs randomly, the following rules can be used. > >First, roll a d8. The result determines the direction from the intended target. > >| d8 | Direction | >|:---:|:---:| >| 1 | North | >| 2 | North-East | >| 3 | East | >| 4 | South-East | >| 5 | South | >| 6 | South-West | >| 7 | West | >| 8 | North-West | > >Once the direction is determined, roll 1d4 if the target is within the normal range of the attack, or 2d4 if the target is within the long range, and multiply the result by 5. The result is the number of feet in the determined direction that the explosion occurs. \columnbreak #### Smoke Smoke explosives are used as ground-to-ground or ground-to-air signaling devices, target or landing zone marking devices, and to create a smoke-screen for concealment. When buying a smoke explosive you can also select the color of the smoke. When activated, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. It disperses after 1 minute, though a wind of moderate or greater speed (at least 10 miles per hour) disperses it. #### Tear Gas Military and police forces use these weapons to disperse crowds and smoke out hostage takers. When activated, this explosive emits a cloud of tear gas that creates a lightly obscured area in a 20-foot radius. It disperses after 1 minute, though a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When the cloud appears, any creature inside its area is subjected to tear gas poison. A creature is also subjected to tear gas poison when it enters the cloud for the first time on a turn or ends its turn there.
##### Tear Gas (Inhaled) A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or be blinded and incapacitated for 1 minute. At the end of each of its turns, the creature can make another Constitution saving throw. On a success, the effect ends on the target.
#### Thermite Thermite does not technically explode. Instead, it creates intense heat meant to burn or melt through objects. Military forces use thermite to quickly destroy key pieces of equipment. When activated, the thermite begins burning intensely for 1 minute, casting bright light in a 15-foot radius and dim light for an additional 30 feet. When it begins burning, any creature inside its area must make a Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the thermite's area for the first time on a turn or ends its turn there. #### White Phosphorous White phosphorus devices use an explosive charge to distribute burning phosphorus across the burst radius. When activated, this explosive emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. It disperses after 1 minute, though a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When the cloud appears, any creature inside its area must make a DC 15 Constitution saving throw, taking 2d6 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the cloud's area for the first time on a turn or ends its turn there. \pagebreakNum ### Explosive Weapons A range of weapons are able to make use of explosives as their ammunition. Weapons with the ***Explosive*** property can be loaded with explosive ammunition. A handheld launcher or grenade launcher is loaded with grenades, while a rocket launcher is loaded with rockets. On a successful hit, the effects of the explosive are activated at the target's location. Inert ammunition for these weapons can be purchased, but they are usually only used for training or testing purposes. ##### Inert Ammunition | Ammunition | Cost | Weight | |:---|:---:|:---:| | Inert Grenade | $12 | 1 lb. | | Inert Rocket | $20 | 5 lb. |
##### Explosive Weapons | Weapon | Cost | Damage | Weight | Properties | |:---|:---:|:---|:---:|:---| |
*Simple Ranged Weapons*
| |
Handheld Launcher |
$275 |
1d4 bludgeoning |
3 lb. |
Ammunition (range 40/120), reload (1 internal), explosive | |
*Martial Ranged Weapons*
| |
Grenade Launcher |
$500 |
1d4 bludgeoning |
7 lb. |
Ammunition (range 40/120), reload (8 internal), two-handed, explosive | |
Rocket Launcher |
$900 |
1d6 bludgeoning |
15 lb. |
Ammunition (range 150/600), reload (1 internal), heavy, two-handed, explosive |
### Detonators When an explosive is planted, you can link a detonator to it as part of that action. Detonators are used to activate planted explosives. ##### Detonators | Ammunition | Cost | Weight | |:---|:---:|:---:| | Pressure Trigger | $12 | 1/2 lb. | | Proximity Trigger | $70 | 1/2 lb. | | Radio | $55 | 1/2 lb. | | Timed | $12 | 1/2 lb. | | Trip Wire | $20 | 1/2 lb. | | Wire (50 feet) | $12 | 1/2 lb. | | Wired | $30 | 1/2 lb. | ***Pressure Trigger.*** A planted explosive with a pressure trigger will activate when a creature stands on it. A creature that is unaware of the explosive activates it when they enter the explosive's area. ***Proximity Trigger.*** When your arm a planted explosive with a proximity trigger detonator, you can choose a radius up to 20 feet. The planted explosive is activated when a creature moves within that radius of the explosive.
***Radio.*** This detonator can activate the planted explosive wirelessly from a long distance. As long as you are within 1,000 feet of the explosive, you can activate it as a bonus action. This detonator can be used to activate multiple explosives simultaneously, and you choose if an explosive does when you plant it with this detonator. ***Timed.*** When planting the explosive with a timer, you must determine the number of rounds or minutes for the countdown, up to 10 minutes. When the countdown ends, the explosive is detonated. ***Tripwire.*** The explosive is connected to a 20 feet trip wire, and when a creature passes through the wire, the explosive detonates. A creature can make DC 12 a Wisdom (Perception) check to detect the wire. ***Wired Activator.*** This detonator can activate a planted explosive physically connected to it with wire. This detonator comes with 50 feet of wire. ***Wire (50 feet.)*** Wire has an AC of 11 and 4 hit points, and can be burst with a DC 17 Strength check. If the wire is broken the signal fails. Wire can be repaired or attached to another wire with a DC 15 Intelligence check. Wire can be attached to a wired activator or to a planted explosive. An explosive is activated if any explosive connected to it is activated. \pagebreakNum ## Modifications and Accessories ### Modifications Sometimes, people like to customise their weapons and armor to suit their personal tastes. Whether in the form of custom-ordered items or attachable modules, these modifications can provide a small edge when used right. To add a modification to an item you own, you must first purchase it. The cost of a modifcation is often contingent on the specific item it is intended to modify or other factors. Then, you must spend a small amount of time applying the module. This counts as light activity for the purposes of resting. At the end of the time period, you must make a skill check using tools specified by the modification (usually mechanical tools) to determine your success at applying the module. On a success, the modification is applied successfully. On a failure, the modification is not applied to the item. On a critical failure, the modification is damaged beyond repair. You can decide to spend additional care and time applying a module. If you spend a number of hours applying a module, you gain a bonus to the skill check equal to the number of hours multiplied by 2, up to a maximum of +10. Removing an applied modification is done in the same manner to applying a modification, but the DC for the check is reduced by 5. On a success, the modification is removed successfully. On a failure, the modification is not successfully removed from the item. On a critical failure, the modification is damaged beyond repair. Modifications usually have restrictions placed on them that limit the types of items the modification can be applied to. Weapons and armor can only have one the same modification applied at any one time, unless otherwise specified. ### Armor Modifications ###### Abative Lining The armor no longer imposes disadvantage on stealth checks when worn. **Restrictions.** Armor must impose disadvantage on stealth checks when worn. ###### Additional Plating The AC granted by this armor is increased by 1, and the weight of the armor is increased by 5 lb. **Restrictions.** Armor must not have the ***Ultralight.*** modification. Armor must not be concealable. ##### Armor Modifications | Modification | Cost | Modify DC | Tools | |:---|:---:|:---:|:---:|:---:| | Abative Lining | $150 | 12 | Tailor's Tools | | Additional Plating | $275 | 12 | Mechanical Tools | | Spiked | $90 | 12 | Mechanical Tools | | Integrated Equipment | Variable | 16 | Mechanical Tools | | Integrated Weapon | Variable | 18 | Mechanical Tools | | Ultralight | $55 | 14 | Variable | \columnbreak ###### Spiked While wearing this armor, you can melee attacks with your armor spikes. The spikes are a simple melee weapon which deals 1d4 piercing damage. Additionally, while you are grappling a creature, that creature takes 1d4 piercing damage at the start of each of their turns. **Restrictions.** None ###### Ultralight The AC granted by this armor is reduced by 1. The weight of the armor is halved (round up), and if the armor has a Strength requirement it is reduced by 2. **Tools.** For light armor, Tailor's Tools. For medium and heavy armor, Mechanical Tools. **Restrictions.** Armor must not have the ***Additional Plating.*** modification. ###### Integrated Equipment Choose a piece of equipment that could reasonably be integrated into the suit (such as a gas mask, night vision goggles, or flashlight). That equipment is integrated into the base armor and can be used at any time, hands free. This kit includes the equipment to be installed, which cannot be used in its uninstalled form. This modification can be applied to a suit of armor a maximum of 3 times. **Restrictions.** Medium or heavy armor only. **Cost.** Cost of chosen equipment x1.5 ###### Integrated Weapon Choose a one-handed weapon. That weapon is integrated into the base armor and can be used at any time, hands free. This kit includes the weapon to be installed, which cannot be used in its uninstalled form. This modification can be applied to a suit of armor a maximum of 2 times. **Restrictions.** Medium or heavy armor only. **Cost.** Cost of chosen weapon x2 >###### Additional Plating Damage Reduction > >If you are using the optional Damage Reduction rule, the Additional Plating modification also increases the damage reduction of this armor against bludgeoning, piercing, and slashing damage by 3. \pagebreakNum ### Weapon Modifications ###### Auto Mechanism The weapon gains the ***S-Fire*** property. If the weapon doesn't have the ***Spread*** property, it also gains the ***Burst Fire*** property. **Restrictions.** Weapon uses bullets as ammunition and must not have the ***S-Fire*** or ***A-Fire*** property ###### Alternate Weapon Choose a one-handed weapon. The chosen weapon is integrated into the base weapon and is usable as long as the base weapon is being used. The weight of the base weapon is increased by half the weight of the alternate weapon. This kit includes the weapon to be installed, which cannot be used in its uninstalled form. **Restrictions.** Weapon must not have the ***Alternate Weapon.*** modification **Cost.** Cost of chosen weapon x2 ##### Weapon Modifications | Modification | Cost | Modify DC | Tools | |:---|:---:|:---:|:---:|:---:| | Alternate Weapon | Variable | 16 | Mechanical Tools | | Auto Mechanism | $275 | 16 | Mechanical Tools | | Box Compatible | $275 | 14 | Mechanical Tools | | Collapsible | $150 | 14 | Mechanical Tools | | Compact | $275 | 16 | Mechanical Tools | | Disguised | $150 | 16 | Mechanical Tools | | Electrified | $275 | 14 | Electrical Tools | | Expanded Magazine | $500 | 14 | Mechanical Tools | | Heated | $150 | $275 | Electrical Tools | | *Improved Accuracy* | — | — | Mechanical Tools | | +1 | $275 | 14 | | | +2 | $500 | 16 | | | +3 | $900 | 18 | | | *Improved Damage* | — | — | Mechanical Tools | | +1 | $150 | 14 | | | +2 | $275 | 16 | | | +3 | $500 | 18 | | | Integrated Equipment | Variable | 16 | Mechanical Tools | | Integrated Shield | $275 | 12 | Mechanical Tools | | Reduced Caliber | $275 | 16 | Mechanical Tools | | Weighted | $55 | 12 | Mechanical Tools | ###### Box Compatible The weapon loses the ***Reload (1 internal)*** property, and gains the ***Reload (4 box)*** property. **Restrictions.** Weapon has the ***Reload (1 internal)*** property. ###### Collapsible The weapon is easily broken down into several components quickly. The weapon can be collapsed or constructed as an action. The weapon must be fully constructed to be used. In its collapsed state, a weapon is not easily identified; a DC 20 Intelligence (Investigation) check is required to identify a collapsed weapon. **Restrictions.** None ###### Compact The weight and ammunition capacity of the weapon is halved (round up). If the weapon is one handed it gains the ***Covert*** property, if doesn't already have it. The normal and long ranges of the weapon are halved. If the weapon has the ***Heavy*** property, it loses it. **Restrictions.** Weapon weighs less than 20 lb. ###### Disguised Some weapons can be installed (and operated from) inside other items; for example, guns that fit into briefcases, grenades disguised as cosmetic products, and so forth. The concealed item cannot be identified as a weapon except through close examination, or when it is in use. The concealed weapon cannot be larger than the item in which it is concealed. **Restrictions.** None ###### Electrified The weapon is attached to a power source. On a successful hit, the target takes 1d4 points of lightning damage as well as the damage dealt by the weapon. Additionally, the weapon has 5 charges. When you hit a creature with the weapon, you can choose to expend one charge. When you do so, the target must make a Constitution saving throw (DC 10) or be incapacitated. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the effect ends on the target. The weapon can be recharged to 5 charges using a battery. **Restrictions.** Melee weapons only, weapon must not have the ***Heated.*** modification ###### Expanded Magazine The weapon is modified to take much larger magazines. Expanded magazines can store twice as much ammunition. Expanded magazines have the same cost as normal box magazines. A weapon with this modification can still use normal box magazines. **Restrictions.** Weapon must have the ***Reload*** property and must use box magazines. ###### Heated The weapon has an intense heat source integrated into it, whether this is an electrical heater or a burning fuel system. On a successful hit, the target takes 1d8 points of fire damage as well as the damage dealt by the weapon. When concentrated for a time onto a flammable material, the weapon may be able to light a fire. **Restrictions.** Melee weapons only, weapon must not have the ***Electrified.*** modification \pagebreakNum ###### Improved Accuracy Attack rolls with this weapon gain a bonus dependent on the quality of the modification. When purchasing this modification, you can choose between a +1, a +2, or a +3 bonus to attack rolls. To apply the +2 version of this modification to a weapon, it must already have the +1 version applied. To apply the +3 version of this modification to a weapon, it must already have the +1 version applied. A weapon only benefits from the highest level of this modification that it has installed. **Restrictions.** Weapon is not magical. ###### Improved Damage Damage rolls with this weapon gain a bonus dependent on the quality of the modification. When purchasing this modification, you can choose between a +1, a +2, or a +3 bonus to damage rolls. To apply the +2 version of this modification to a weapon, it must already have the +1 version applied. To apply the +3 version of this modification to a weapon, it must already have the +1 version applied. A weapon only benefits from the highest level of this modification that it has installed. **Restrictions.** Weapon is not magical. ###### Integrated Shield While wielding this weapon, you are also treated as though you were wielding a *Riot Shield*. **Restrictions.** Two-handed weapons only, weapon must not have the ***Alternate Weapon.*** modification ###### Reduced Caliber The weapon's damage die is reduced one step (d12>d10>d8>d6>d4). If the weapon has the ***Braced.*** property, it loses it. If the weapon has the ***Mounted.*** property, it loses it and gains the ***Braced.*** property. **Restrictions.** Weapon uses bullets as ammunition. Weapon's damage die must not be a d4. ###### Weighted When you hit a creature with the weapon, that creature gains disadvantage on ability checks and saving throws to avoid being moved or knocked prone until the start of their next turn. **Restrictions.** Melee weapons only \columnbreak ### Accessories Accessories function similarly to modifications, in that they provide some modification to the except they can be applied quickly and without a skill check. Applying a modification to an item is an action. ##### Weapon Accessories | Items | Cost | Weight | |:---|:---:|:---:| | Bipod | $40 | 1 lb. | | Torch | $12 | 1/2 lb. | | Tripod | $55 | 2 lb. | | *Laser Sight* | | Regular | $90 | 1/2 lb. | | Infrared | $120 | 1/2 lb. | | *Scope* | | x2 | $70 | 1/2 lb. | | x4 | $90 | 1 lb. | | x8 | $120 | 1 lb. | | Suppressor | $55 | 1/2 lb. | ***Bipod.*** As an action or a bonus action (the character’s choice), a character can set up the bipod so that the attached weapon counts as being braced (see the ***Braced*** property) until the weapon is moved. In addition, once a weapon with a bipod is braced, a character can use a bonus action to gain advantage on their next attack roll with that weapon. **Restrictions.** Weapon must have the ***Two-Handed*** property, ranged weapons only. ***Torch.*** A small flashlight that mounts to a weapon, freeing up one of the user’s hands. While on, it sheds bright light in a 30 foot cone, and dim light for an additional 30 feet. You can use a bonus action to turn the torch on or off. **Restrictions.** None. ***Laser Sight.*** This gadget is a small laser placed on a weapon to assist in accuracy. While you have the laser sight on, you can use a bonus action to mark a target within 30 feet of you. You have a +1 bonus on attack rolls with the weapon against the target until you use the weapon to attack a different target or you can no longer the target. You can use a bonus action to turn the laser on or off. *Infrared.* This laser sight uses an infrared diode to produce a dot invisible to the eye but detectable with infrared devices. You only gain the benefit of this sight if you are wearing infrared goggles. **Restrictions.** Ranged weapons only. \pagebreakNum ***Scope.*** Scopes are used to increase the range of a weapon, allowing the user to shoot more consistently at longer distances farther. By spending a bonus action to line up a shot with your scope, you increase the normal and long ranges of the weapon by an amount shown in the following table until the start of your next turn. | Scope | Normal Range Increase | Long Range Increase | |:--|:--|:--| | x2 | x1.5 | x1.0 | | x4 | x2.0 | x1.5 | | x8 | x3.0 | x2.0 | If a scope is used on a weapon with the ***Spread*** property, that property uses the original ranges of the weapon to determine its effects. Scopes can come with additional features which alter the cost of the scopes. **Infrared.** Looking through this scope has the same effect as looking through infrared goggles. *Cost Multiplier.* x2.5 **Rangefinding.** In addition to the benefit of a standard scope, a rangefinding scope includes a digital readout that indicates the exact distance to the object on which they are focused. *Cost Multiplier.* x2 **Restrictions.** Ranged weapons only. ***Suppressor.*** A suppressor is a device attached to the barrel of a firearm which reduces (but don't negate) the amount of noise and visible muzzle flash generated by firing. When you make a ranged attack with a suppressed firearm, creatures further than 30 feet from you don't hear the gunshot. **Restrictions.** Weapon must not have the ***Spread*** property, firearms only. ## Special Ammunition Specialised ammunition can be bought which alters the behaviour of the weapon it is used for. When buying special ammunition, you purchase the ammunition as normal but apply a multiplier to the cost of the ammunition. ##### Special Ammunition | Type | Cost Multiplier | |:---|:---:| | Acidic | x2.5 | | Armor Piercing | x3.5 | | Explosive | x3.5 | | Holy Water | x2 | | Incendiary | x2.5 | | Rubber | x0.75 | | Silvered | x2 | | *Slugs* | | Armor Piercing | x2.5 | | Breaching | x1.5 | | Lead | x1 | | XREP | x3.5 | ***Acidic.*** Designed to release a small capsule of acid on impact, successful attacks using acidic ammunition deals an additional 1d4 acid damage. ***Armor Piercing.*** Attack rolls using armor piercing ammunition gain a bonus of +1 against targets wearing medium or heavy armor. The GM may also rule that this bonus applies on attack rolls against creatures with natural armor, or creatures utilising cover. ***Explosive.*** Designed to produce a small explosion on impact, successful attacks using explosive ammunition deals an additional 1d6 bludgeoning damage. ***Holy Water.*** These bullets, a favourite of demon slayers, release holy water on impact. Successful attacks using holy water ammunition deals an additional 1d6 radiant damage if the target is a fiend or undead. ***Incendiary.*** Igniting briefly on impact, successful attacks using incendiary ammunition deals an additional 1d4 fire damage. ***Rubber.*** Designed for riot control and nonlethal attacks, creatures have resistance to damage from attacks using rubber ammunition. Additionally, if you reduce a creature to 0 hit points, it is knocked out, rather than dying. ***Silvered.*** Silvered ammunition follows the same rules detailed in chapter 5 of the Player's Handbook. ##### Slugs Designed for use with shotguns, these bullets can only be used with weapons that have the ***Spread*** property. While a weapon is using this type of ammo, treat it as if it doesn't have the ***Spread*** property and double its normal and long ranges. ***Armor Piercing.*** See standard armor piercing bullets. ***Breaching.*** Breaching shotgun shells are designed to destroy door deadbolts, locks, and hinges without risking lives, creatures have resistance to damage from attacks using rubber ammunition. Additionally, successful attacks using breaching slugs deal double damage to objects. ***Lead.*** These slugs confer no additional benefit, and are used to increase the effective range of a weapon with the ***Spread*** property. ***XREP.*** Essentially a miniature stun gun, creatures have resistance to bludgeoning damage from attacks using XREP ammunition. Additionally, successful attacks using XREP ammunition deal an additional 1d4 lightning damage. A creature hit with an XREP slug must make a Constitution saving throw (DC 15) or be incapacitated. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the effect ends on the target. >######
Armor Piercing Ammunition and Damage Reduction
> >If you are using the optional Damage Reduction rule, successful attacks using Armor Piercing ammunition ignore any damage reduction granted to the target by armor. \pagebreakNum ## Gear This section describes items that have special rules or require further explanation. Some items use rules from the Player's Handbook, and are included for an easy price reference. #### Battery-Operated Gear Many of the objects in this section are battery-operated. Any device that uses batteries comes with them. As a general rule, ignore battery life for mundane objects — assume that you recharge or replace batteries between adventures, and that the batteries last as long as needed during adventures. Don't do this for items which use batteries to gain a set number of uses for a special effect, such as a stun gun. If battery life is important in your game, roll a d20 every time a battery-operated item is used. On a result of 1, the batteries are dead and the object is useless. Batteries can be changed as an action. ***Acid.*** See the Player's Handbook. ***Antitoxin.*** See the Player's Handbook. ***Arcane Focus.*** See the Player's Handbook. ***Bag.*** Bags come in a range of varieties and sizes. Regeardless of their type, they can hold 1 cubic foot or 30 pounds of gear. ***Ball Bearings.*** See the Player's Handbook. ***Ammo Bandolier.*** This simple leather cross-belt features 50 leather loops suitable for holding bullets, enabling easy access to them. A character can wear up to two bandoliers. ***Explosives Bandolier.*** This heavy leather cross-belt features 6 leather loops suitable for holding grenades enabling easy access to them. A character can wear up to two bandoliers. ***Battery.*** A battery can be used to power certain devices. Generally, assume whatever battery you have is appropriate for the item you wish to power. ***Binoculars.*** Objects viewed through binoculars are magnified to twice their size. ***Rangefinding Binoculars.*** In addition to the benefit of standard binoculars, rangefinding binoculars include a digital readout that indicates the exact distance to the object on which they are focused. ***Box Magazine.*** Stores bullets for weapons which use them. A box magazine bought for one type of weapon cannot be used for another type of weapon. ***Caltrops.*** See the Player's Handbook. ***Charger.*** A charger recharges batteries or a device which uses them over an hour. To do so, the battery charger must be connected to an electricity source — a vehicle, an electrical generator, or an electrical outlet. ***Climber's Kit.*** See the Player's Handbook. ***Component Pouch.*** See the Player's Handbook. ***Computer.*** A computer is a powerful tool for information gathering and research. While anyone can use a computer to make Intelligence (Investigation) checks to discover information, those who are proficient with these tools can create programs, navigate complex network structures, and issue administrative commands while hiding their presence and covering their tracks. See "Using Electronic Devices" for more information regarding the use of computers. Typically, desktop computers are more powerful than laptops, which are more powerful than tablets, which are more powerful than smartphones. Smartphone and tablet batteries usually last for about 24 hours, whereas laptop batteries typically last for roughly 8 hours. ***Crowbar.*** See the Player's Handbook. ***Digital Scale.*** A digital scale can accurately give the mass of small objects up to 10 pounds. ***Druidic Focus.*** See the Player's Handbook. ***EMP Device.*** An EMP device has 5 charges. As an action, you can expend one charge to disable an electronic device within 10 feet for 1 minute. You can also expend one charge as an action to deal 1 lightning damage to a robot within 10 feet with it. An EMP Device can be recharged to 5 charges using a battery. ***Fake ID.*** Purchasing a falsified driver’s license from a black market source can produce mixed results, depending on the skill of the forger. When you purchase a fake ID, the GM secretly makes an Intelligence (Forgery Kit) check for the forger. The result of this check serves as the DC for the check when someone inspects the fake ID. Generally, the DC is at least a 12. ***Fire Extinguisher.*** A fire extinguisher has 10 charges. As an action, you can expend one charge to extinguish a 5-foot cube of fire. ***First Aid Kit.*** This kit is a small pouch or box containing bandages, antiseptic wipes, and splints. AS an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check. ***Fishing Tackle.*** See the Player's Handbook. ***Flashlight.*** A flashlight projects bright light in a 30 foot cone, and dim light for an additional 30 feet. You can use a bonus action to turn a held flashlight on or off. ***Flashlight, small.*** This compact flashlight is small enough to be held on a keyring. It projects bright light in a 15 foot cone, and dim light for an additional 15 feet. You can use a bonus action to turn a held flashlight on or off. ***Gas Mask.*** This apparatus covers the face and connects to a chemical air filter canister to protect the lungs and eyes from toxic gases. While wearing the mask you are immune to inhaled poisons and airborne diseases. The mask comes with one installed filter and one spare. The filter lasts for 12 hours of use, and changing a filter is an action. Additional spare filters can be purchased for $40. ***Ghillie Suit.*** The ultimate in personal camouflage, a ghillie suit is a loose mesh overgarment covered in strips of burlap, to which other camouflaging elements can easily be added. A figure under a ghillie suit is nearly impossible to discern. Choose a type of terrain when you purchase the suit: arctic, cavern, coastal, desert, forest, grassland, mountain, or swamp. While wearing the suit in the appropriate terrain, you can attempt to hide by pressing yourself against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. ***Glow Sticks.*** This disposable plastic stick, when activated as a bonus action, uses a chemical reaction to create light for 1 hour, shedding bright light in a 5-foot radius, and dim light for a additional 5 feet. Once activated, it can’t be turned off or reused. \pagebreakNum
##### Gear
| Item | Cost | Weight | |:---|:---:|:---:| | Acid (vial) | $90 | 1 lb. | | Airhorn | $12 | ― | | Antitoxin (vial) | $55 | ― | | *Arcane Focus* | | | | Crystal | $20 | 1 lb. | | Orb | $30 | 3 lb. | | Rod | $12 | 2 lb. | | Staff | $12 | 4 lb. | | Wand | $20 | 1 lb. | | Bag | $40 | 5 lb. | | Ball bearings (bag of 1,000) | $20 | 2 lb. | | Bandolier, ammo | $30 | 1 lb. | | Bandolier, explosives | $30 | 1 lb. | | Battery | $1 | ― | | Binoculars | $40 | 1 lb. | | Binoculars, rangefinding | $275 | 1 lb. | | Bottle (glass) | $12 | ― | | Bottle (plastic) | $5 | ― | | Box magazine | $12 | 0.5 lb. | | Briefcase | $40 | 2 lb. | | Burner phone | $20 | ― | | Caltrops (bag of 20) | $20 | 2 lb. | | Camcorder | $150 | 1 lb. | | Camera | $200 | 2 lb. | | Charger | $5 | 0.5 lb. | | Climber's kit | $120 | 12 lb. | | Component pouch | $30 | 2 lb. | | Computer, desktop | $500 | 10 lb. | | Computer, laptop | $350 | 2 lb. | | Computer, smartphone | $200 | ― | | Computer, tablet | $275 | 1 lb. | | Crowbar | $20 | 5 lb. | | Digital scale | $12 | 1 lb. | | *Druidic focus* | | | | Sprig of mistletoe | $5 | ― | | Totem | $5 | ― | | Wooden staff | $12 | 4 lb. | | Yew wand | $20 | 1 lb. | | Emergency blanket | $12 | ― | | EMP device | $200 | 1 lb. | | Fake ID | $40 | ― | | Field rations (1 day) | $12 | 2 lb. | | Fire extinguisher | $30 | 2 lb. | | First aid kit | $20 | 3 lb. | | Fishing tackle | $90 | 4 lb. | | Flash drive | $12 | ― | | Item | Cost | Weight | |:---|:---:|:---:| | Flashlight | $12 | 1 lb. | | Flashlight, large | $30 | 2 lb. | | Flashlight, small | $5 | ― | | Flask | $12 | ― | | Gas mask | $120 | 3 lb. | | Ghillie suit | $70 | 5 lb. | | Glow sticks (5) | $5 | 1 lb. | | GPS | $70 | 1 lb. | | Grappling hook | $30 | 4 lb. | | Handcuffs | $20 | 3 lb. | | Holster, concealed | $20 | 0.5 lb. | | Holster, hip | $20 | 0.5 lb. | | *Holy symbol* | | | | Amulet | $12 | 1 lb. | | Emblem | $12 | ― | | Reliquary | $12 | 2 lb. | | Holy water (bottle) | $20 | 1 lb. | | Hunting trap | $70 | 25 lb. | | Infrared goggles | $200 | 1 lb. | | Ladder (10-foot) | $55 | 25 lb. | | Lighter | $5 | ― | | Lock | $12 | 1 lb. | | Lock release gun | $40 | 1 lb. | | Magnifying glass | $5 | ― | | Mess kit | $12 | 1 lb. | | Metal detector | $70 | 2 lb. | | Oil (bottle) | $20 | 1 lb. | | Padded case | $30 | 5 lb. | | Painkillers, standard (pack of 8) | $5 | ― | | Painkillers, strong (pack of 4) | $20 | ― | | Pepper spray | $20 | 0.5 lb. | | Poison, basic (vial) | $90 | ― | | Pole (10-foot) | $5 | 7 lb. | | Rope, hempen (50 feet) | $20 | 10 lb. | | Rope, paracord (50 feet) | $12 | 5 lb. | | Signal flare | $12 | 0.5 lb. | | Signal jammer | $120 | 1 lb. | | Speedloader | $12 | 0.5 lb. | | Spike strip | $150 | 22 lb. | | Sunglasses | $5 | ― | | Tent, large | $120 | 10 lb. | | Tent, single | $55 | 3 lb. | | Two-way radio | $20 | 1 lb. | | Vial | $5 | ― | | Watch | $12 | ― | | Zip-ties (bag of 20) | $5 | 0.5 lb. |
\pagebreakNum ***GPS.*** A GPS provides accurate location information while you are on Earth with an unobstructed line of sight to the sky. ***Handcuffs.*** These metal restraints can bind a Small or Medium creature. Escaping the handcuffs requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of handcuffs comes with one key. Without the key, a creature proficient with thieves' tools can pick the handcuffs' lock with a successful DC 15 Dexterity check. Handcuffs have 15 hit points. ***Holster, Hip.*** This leather or canvas container is used to protect a firearm from the elements, and holds the weapon in an easily accessed — and easily seen — location. ***Holster, Concealed.*** A concealed carry holster is designed to help keep a weapon out of sight. In most cases, this is a shoulder holster (the weapon fits under the wearer’s armpit, presumably beneath a jacket), but some weapons can be carried in waistband holsters (often placed inside the wearer’s waistband against his or her back). Smaller weapons can also be carried in ankle or boot holsters. Concealed carry holsters are only available for one-handed weapons. While a weapon is in a concealed carry holster, you have advantage on Dexterity (Sleight of Hand) checks to conceal it. ***Holy Symbol.*** See the Player's Handbook. ***Holy Water.*** See the Player's Handbook. ***Hunting Trap.*** See the Player's Handbook. ***Infrared Goggles.*** Infrared goggles use various techniques to improve vision in dark conditions. A pair has 10 charges. As a bonus action, you can expend one charge to activate them. While active, a they grant their user 120-foot darkvision. However, due to the restricted field of view and lack of depth perception provided, they impose disadvantage on all Wisdom (Perception) checks while worn. ***Lock.*** See the Player's Handbook. ***Lock Release Gun.*** This small, pistol-like device can automatically disable mechanical locks operated by standard keys with a DC of 15 or lower. ***Magnifying Glass.*** See the Player's Handbook. ***Metal Detector.*** This small handheld detector provides advantage on Wisdom (Perception) and Intelligence (Investigation) checks you make to search for metal objects. ***Oil.*** See the Player's Handbook. ***Painkillers, Standard.*** This medication can be freely purchased and used to minimise the symptoms of minor injuries. During a short rest, you can use a dose of medicine to restore 2d4+2 hit points. You cannot benefit from this effect again until you take another short rest. ***Painkillers, Strong.*** This medication usually requires some form of authorization for purchase, such as a doctor's note, and can be used to alleviate more severe pain. uring a short rest, you can use a dose of medicine to restore 4d4+4 hit points. You cannot benefit from this effect again until you take another short rest. ***Pepper Spray.*** As an action, you can spray the contents of this vial onto a creature within 10 feet of you. Make a ranged attack against a creature or object, treating the pepper spray as an improvised weapon. On a hit, the target takes 1 acid damage and is blinded. A creature can end this blindness by using its action to make a DC 10 Constitution saving throw. Constructs are immune to the blindness caused by pepper spray. ***Poison, Basic.*** See the Player's Handbook. ***Pouch.*** This small canvas bag is designed to be worn on a belt, and can hold up to 20 bullets, four grenades, or two box magazines. For any other gear, it can hold 1/5 of a cubic foot or 6 pounds of gear. ***Rope.*** See the Player's Handbook. ***Signal Flare.*** Though designed for signaling, flares can be used as impromptu weapons. As an action, you can shoot the flare at a creature or object within 60 feet of you, treating the flare as an improvised ranged weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. ***Signal Jammer.*** This simple electronic device outputs a large amount of electromagnetic white noise to increase signal interference in the surrounding area, effectively jamming wireless communications. A signal jammer has 10 charges. As a bonus action or action, you can expend one charge to all incoming and outgoing wireless communication, including phones, radio, Wi-Fi and similar within 100 feet from the signal jammer for 5 minutes. The signal jammer can be configured to exclude specific frequencies with a DC 15 Intelligence (Engineering Kit) check. ***Speedloader.*** A speedloader holds bullets in a position that mirrors that of a particular gun or magazine, allowing you to insert all bullets at once. As a bonus action or action you can use a filled speedloader to refill an empty box magazine or reload a compatible firearm (See the ***Reload*** property for more details). You can use a bonus action or action to fill an empty speed loader. ***Spike Strip.*** This device is designed to help end car chases. The strip comes rolled in a spool about the size of a small suitcase. As an action, you can roll the spike strip over a 1-foot by 20-foot area where it lies like a flat, segmented belt. Any creature that enters the area must succeed on a DC 10 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn’t need to make the saving throw. Wheeled vehicles passing over the strip are automatically hit and the tires are punctured — although vehicles equipped with puncture-resistant tires are not affected. More advanced models may feature spikes which can be raised and lowered via electronic signal. ***Sunglasses.*** While you wear these darkened eyepieces, you treat bright light as if it were dim light and dim light as if it were darkness. Additionally, you have advantage on saving throws against effects caused by especially bright light, such as the *sunbeam* spell. ***Two-Way Radio.*** A hand-held, portable, two-way radio transceiver. Multiple radios can use a single channel, though only one radio on the channel can transmit at a time. You can communicate with someone using a two-way radio at the same frequency up to 30 miles in perfect conditions, though the typical effective range is more commonly about 5 miles. ***Zip-Ties.*** These plastic strips can bind a Small or Medium creature. Escaping the zip-ties requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 15 Strength check. Zip-ties have 10 hit points. \pagebreakNum # Vehicles If all you want from a vehicle is to get from point A to point B, then the vehicle you choose is largely a matter of personal style and finances. Skill checks are only required in extraordinary circumstances - driving long distances offroad, for example, or piloting a boat through a hurricane. However, if you’re the sort who hears screaming tires in your sleep and dreams about extended car chases, this section is for you. >###### Vehicle Proficiency > >A character having proficiency in a class of vehicles isn't quite the same as just that character being able to drive the vehicle. Proficiency indicates extended knowledge and skill when it comes to using vehicles, and whether or not a character without vehicle proficiency is able to drive is left as a decision for the player or GM as appropriate. ## Vehicle Stat Blocks To aid in running adventures where vehicles engage in combat, undertake precise navigation, or face situations where their various capabilities become relevant, the following section presents new rules and stat blocks for a spectrum of cars, motorcycles and aircraft. ### Basic Statistics A vehicle stat block has three main parts: basic statistics, components, and action options. Vehicles can't take any actions on their own. Without effort from its crew, a vehicle might continue on its trajectory, steadily come to a stop, or careen out of control. #### Size Most vehicles are Large, Huge, or Gargantuan. A vehicle's size category is determined by its length or width, whichever is longer. For instance, a vehicle that is 5 feet wide and 15 feet wide would use the size category that has a 15-foot width, which means the vehicle is Huge. #### Space A vehicle doesn't have a square space unless its stat block specifies otherwise. For example, a vehicle that is 20 feet long and 10 feet wide occupies a 20-by-10-foot space. A vehicle can't move into a space that is too small to accommodate it. If it tries to do so, it crashes, as described in the "Crashing" section (page **XXX**). #### Capacity A vehicle's stat block indicates how many creatures and how much cargo it can carry. Creatures include both the crew and any passengers who might ride along. Cargo capacity notes the amount of cargo the vehicle is designed to carry. Many vehicles can, in a pinch, carry extra passengers instead of cargo, but doing so is usually a cramped, uncomfortable, and often unsafe experience for those passengers. As a rule of thumb, one additional passenger can be carried for each 250 pounds of unused cargo capacity. Additionally, more cargo might be able to be carried if there is unused creature capacity. Each unused passenger slot allows the vehicle to carry an additional 100 pounds of cargo. #### Travel Pace A vehicle's travel pace determines how far it can move per hour and per day. A vehicle's movement-related components (described later in the stat block) determine how far the vessel can move each round. #### Ability Scores A vehicle has the six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) and the corresponding modifiers. The Strength of a vehicle expresses its size and weight. Dexterity represents a vehicle's ease of handling. A vehicle's Constitution covers its durability and the quality of its construction. Vehicles usually have a score of 0 in Intelligence, Wisdom, and Charisma. If a vehicle has a 0 in a score, it automatically fails any ability check or saving throw that uses that score. #### Vulnerabilities, Resistances and Immunities A vehicle's vulnerabilities, resistances, and immunities apply to all its components, unless otherwise noted in the stat block. Vehicles are typically immune to poison and psychic damage. Vehicles are also usually immune to the following conditions: blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, and unconscious. >###### Miles Per Hour Vs Feet Per Round > >To convert miles per hour to feet per round, multiply by 10. Conversely, to convert feet per round to miles per hour divide by 10. This approximation is fairly easy and surprisingly close to the true conversion figure of 8.8. ### Actions This part of the stat block specifies what the vehicle can do on its turn, using its special actions rather than the actions used by creatures. It even relies on its actions to move; it doesn't have a move otherwise. A vehicle's pilot decides which actions to use. A given action can be chosen only once during a turn unless otherwise specified. \pagebreakNum ### Components A vehicle is composed of different components, each of which comprises multiple objects: **Hull.** A vehicle's hull is its basic frame, on which the other components are mounted. **Control.** A control component is used to steer a vehicle. **Movement.** A movement component is an element of the vehicle that enables it to move, usually some form of engine, and has a specific speed. **Weapon.** A vehicle capable of being used in combat often has one or more weapon components, each of which is operated separately. A vehicle's component might have special rules, as described in the stat block. #### Armor Class A component has an Armor Class. Its AC reflects the materials used to construct it and any defensive plating used to augment its toughness. #### Hit Points A vehicle component is destroyed and becomes unusable when it drops to 0 hit points. A vehicle is wrecked if its hull is destroyed. A vehic;e doesn't have Hit Dice. #### Damage Threshold If a vehicle component has a damage threshold, that threshold appears after its hit points. A component has immunity to all damage unless it takes an amount of damage that equals or exceeds its threshold, in which case it takes damage as normal. Damage that fails to bypass the threshold is considered superficial and doesn't reduce the component's hit points. ## Vehicles in Combat ### Vehicles and Initiative A vehicle rolls initiative using its Dexterity. If it is a small vehicle (5 or less crew), it adds it's pilot's proficiency bonus if the pilot is proficient in the vehicle. Otherwise, it uses its crew's quality score as a modifier to the initiative roll. On a vehicle's turn, the pilot decides which of the vehicle's actions to use. ### During a Vehicle's Turn Vehicles don't have the same action/bonus action/move turn structure as a creature. Instead, they have a list of actions they can take in their statblock. Every action a vehicle takes uses up a bonus action or action from one of its crew members, as specified by the action in the vehicle's stat block. This usually doesn't need tracking for larger vehicles with many crew members, but should usually be done for small vehicles with less than 5 crew members. An action must be expended from a crew member that could feasibly perform it. For example, a car using a move action could feasibly be done by the driver, but probably not someone in the back seat. \columnbreak ## Chase Scale Due to the great speeds reached by modern vehicles, a fast-moving vehicle can cross your entire gaming table in a single round at standard D&D grid scale, making it unsuitable for high-energy vehicle-on-vehicle combat. For that reason, when only vehicles (or perhaps vehicles and very fast-moving creatures) are involved, use chase scale. In chase scale, each square of the grid represents 50 feet. In chase scale, most commonly encountered vehicles occupy only one square. (Some especially large vehicles, such as ships or jumbo jets, might occupy more than one square.) More than one vehicle can occupy the same square. Generally each square should have no more than 5 vehicles in at a time, though this may be reduced if they are particularly small or are moving in close ranks. As a rule of thumb, vehicles in the same square can be considered to be 20 feet apart for the purposes of determining ## Stunts When the pilot of a vehicle wants to make a maneuver the standard vehicle rules do not allow for, they may make an ability check using their vehicle proficiency and an appropriate ability (usually Dexterity). The DC for the check is determined by the GM, but some guidance is given in the Stunt DC table. | Stunt | DC | |:---|:---:| | Easy stunt - avoid small hazards | 10 | | Moderate stunt - make a sharp turn, avoid medium hazards | 15 | | Hard stunt - jump a 10 ft. gap, avoid large hazards | 20 | | Very hard - jump a 15 ft. gap, drive on two wheels | 25 | | Near impossible stunt - jump a 20 ft. gap | 30 | On a failed check, the vehicle may crash or the pilot may lose control. ## Crashing If a vehicle moves into the space occupied by a creature or an object, the vehicle might crash. A vehicle avoids crashing if the creature or object is at least two sizes smaller than it. When a vehicle crashes, it must immediately make a DC 10 Constitution saving throw. On a failed save, it takes damage to its hull based on the size of the creature or object it crashed into, as shown on the Crash Damage table. It also stops moving if the object or creature is one size smaller than it or larger. Otherwise the vehicle continues moving and the creature or object collided with moves to the nearest unoccupied space that isn't in the vehicle's path. At the DM's discretion, an object that is forced to move but is fixed in place is instead destroyed. A creature struck by a vehicle must make a Dexterity saving throw with a DC equal to 10 + the vehicle's Strength modifier, taking damage based on the vehicle's size (as shown on the Crash Damage table) on a failed save, or half as much damage on a successful one \pagebreakNum ###### Crash Damage | Size | Bludgeoning Damage | |:---|:---:| | Small | 1d6 | | Medium | 1d10 | | Large | 4d10 | | Huge | 8d100 | | Gargantuan | 16d10 | ### Losing Control If a vehicle fails a stunt or encounters certain types of hazard, the pilot may lose control of it. In these cases, the vehicle must make a Dexterity saving throw. If this check is successful, the pilot maintains control of the vehicle. If it fails, the vehicle goes into a spin, and is unable to move until the end of it's next turn. If the saving throw fails by 5 or more, the vehicle rolls over and cannot move again until it is righted. ### Shooting the Tires You can choose to specifically target a vehicle’s tires. A tire has an AC equal to the vehicle's hull's AC +5. A tire has a damage threshold of 5 and 10 hit points. If a tire is destroyed, the pilot may lose control. The DC of the saving throw is equal to 10 plus 5 for every tire already destroyed. If at least half of the tires on a vehicle are destroyed, all driving ability checks are made with disadvantage, and if they are all destroyed the vehicle's land speed is halved. ### Vehicle Downtime #### Repairing Damage Repairing damage to a vehicle takes a full hour of work, and a mechanical tool kit. At the end of the hour, make an Intelligence (mechanical tools) check. The vehicle restores hit points equal to the result of the ability check -5. It is possible to damage a vehicle if the attempted repairs are particularly poor. #### Modifications Some people like to upgrade their vehicles to get more out of them. Whether supercharging an engine for the big race, mounting weapons in the apocalyptic wasteland, or installing an ejector seat to fake your death, modifying vehicles can add give the upper hand in a variety of circumstances. To add a modification to a vehicle you own, you must first purchase it. The cost of a modifcation is often contingent on the type of vehicle it is intended to modify or other factors. Then, you must spend 8 hours applying the module. At the end of the time period, you must make an Intelligence check using tools specified by the modification (usually mechanical tools) to determine your success at applying the module. On a success, the modification is applied successfully. On a failure, the modification is not applied to the item. On a critical failure, the modification is damaged beyond repair. You can decide to spend additional care and time applying a module. If you spend a number of hours applying a module, you gain a bonus to the skill check equal to the number of hours, up to a maximum of +10. You can break up the time spent applying a module into separate chunks. For example, you can spend 4 hours working on the vehicle, rest until the next day, then resume work. Removing an applied modification is done in the same manner to applying a modification, but the DC for the check is reduced by 5. On a success, the modification is removed successfully. On a failure, the modification is not successfully removed from the item. On a critical failure, the modification is damaged beyond repair. ##### Vehicle Modifications | Modification | Cost | Modify DC | Tools | |:---|:---:|:---:|:---:|:---:| | Ejector Seat | $9,000 | 16 | Mechanical Tools | | Turbo Booster | $5,000 | 14 | Mechanical Tools | Additionally, you can pay professionals to install modules for you. How much they charge is up to them, and is usually dependent on the skill of the professional, but is usually in the range of $50 to $200 per hour of work. Modifications usually have restrictions placed on them that limit the types of items the modification can be applied to. Vehicles can only have one the same modification applied at any one time, unless otherwise specified. ###### Ejector Seat One of the seats in the vehicle can be ejected at the push of a button, launching it and anyone on it 100 feet into the air. A parachute attached to the seat then opens, allowing anyone strapped into the seat a safe descent. After the ejector seat is used, the module is expended. This modification can be applied to a vehicle for each seat in the vehicle. ###### Turbo Booster The vehicle gains the following action option: ***Dash (Bonus Action).*** The vehicle's speed is doubled until the end of the turn. After this action is used, it cannot be used again for 30 minutes. #### Optional Rule: Speed In reality, vehicles take some time to get going or to stop moving, presenting further challenge to vehicle crews. This optional rule roughly simulates the acceleration and deceleration of vehicles. To do so, each vehicle is assigned a speed category based on how fast it is moving. At the start of each of its turns, the vehicle can reduce or increase its speed category by one level. During its turn, the vehicle must move a number of feet within its speed category. For example, an economy coupe moved 300 feet on its last turn, putting it in the moderate speed category. At the start of this turn, it increases it's speed category to Fast, meaning it has to move between 500 and 750 feet this turn. | Speed Category | Minimum Movement | Maximum Movement | |:---|:---:|:---:| | Stationary | 0 feet | 0 feet | | Slow | 5 feet | 25% of Max Speed | | Moderate | 25% of Max Speed | 50% of Max Speed | | Fast | 50% of Max Speed | 75% of Max Speed | | Very Fast | 75% of Max Speed | Max Speed | \pagebreakNum ## Sample Vehicles ___ > ## Economy Coupe >*Huge land vehicle (15 ft. by 5 ft.)* > ___ > - **Creature Capacity** 1 crew, 4 passengers > - **Cargo Capacity** 250 lb. > - **Travel Pace** 100 miles per hour (2400 miles per day) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >| 20 (+5) | 9 (-1) | 17 (+3) | 0 | 0 | 0 | >___ > - **Damage Immunities** poison, psychic > - **Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious > ___ > **Cover** Creatures inside the coupe have three-quarters cover. Creatures leaning out of the windows only have half cover. > > ### Actions > ***Move (Bonus Action).*** The coupe can use its steering wheel to move with its engine. > > ### Hull > **Armor Class** 19 > **Hit Points** 100 (damage threshold 10) > > ### Control: Steering Wheel > **Armor Class** 17 > **Hit Points** 50 > > Move up to the speed of one of the coupe's movement components, with up to three 45-degree turns. If the steering wheel is destroyed, the coupe can't turn. > > ### Movement: Engine > **Armor Class** 17 > **Hit Points** 50 > **Speed (land)** 1000 ft. (requires at least 1 crew) ___ > ## Moped >*Medium land vehicle (5 ft. by 2.5 ft.)* > ___ > - **Creature Capacity** 1 crew, 1 passenger > - **Cargo Capacity** 50 lb. > - **Travel Pace** 40 miles per hour (960 miles per day) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >| 15 (+2) | 13 (+1) | 12 (+1) | 0 | 0 | 0 | >___ > - **Damage Immunities** poison, psychic > - **Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious > ___ > ### Actions > ***Move (Bonus Action).*** The moped can use its handlebars to move with its engine. > > ### Hull > **Armor Class** 17 > **Hit Points** 50 (damage threshold 10) > > ### Control: Handlebars > **Armor Class** 17 > **Hit Points** 30 > > Move up to the speed of one of the moped's movement components, with up to four 45-degree turns. If the handlebars are destroyed, the moped can't turn. > > ### Movement: Engine > **Armor Class** 14 > **Hit Points** 50 > **Speed (land)** 1700 ft. (requires at least 1 crew) \pagebreakNum ___ > ## Motorboat >*Huge water vehicle (15 ft. by 5 ft.)* > ___ > - **Creature Capacity** 1 crew, 3 passengers > - **Cargo Capacity** 250 lb. > - **Travel Pace** 50 miles per hour (1200 miles per day) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >| 13 (+1) | 12 (+1) | 9 (-1) | 0 | 0 | 0 | >___ > - **Damage Immunities** poison, psychic > - **Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious > ___ > ### Actions > ***Move (Bonus Action).*** The motorboat can use its steering wheel to move with its motor. > > ### Hull > **Armor Class** 17 > **Hit Points** 100 (damage threshold 10) > > ### Control: Helm > **Armor Class** 16 > **Hit Points** 30 > > Move up to the speed of one of the motroboat's movement components, with up to three 45-degree turns. If the steering wheel is destroyed, the motorboat can't turn. > > ### Movement: Motor > **Armor Class** 12 > **Hit Points** 50 > **Speed (land)** 500 ft. (requires at least 1 crew) ___ > ## Motorcycle >*Medium land vehicle (5 ft. by 2.5 ft.)* > ___ > - **Creature Capacity** 1 crew, 1 passenger > - **Cargo Capacity** 50 lb. > - **Travel Pace** 150 miles per hour (3600 miles per day) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >| 17 (+3) | 14 (+2) | 14 (+2) | 0 | 0 | 0 | >___ > - **Damage Immunities** poison, psychic > - **Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious > ___ > ### Actions > ***Move (Bonus Action).*** The motorcycle can use its handlebars to move with its engine. > > ### Hull > **Armor Class** 17 > **Hit Points** 80 (damage threshold 10) > > ### Control: Handlebars > **Armor Class** 17 > **Hit Points** 50 > > Move up to the speed of one of the motorcycle's movement components, with up to four 45-degree turns. If the handlebars are destroyed, the motorcycle can't turn. > > ### Movement: Engine > **Armor Class** 14 > **Hit Points** 50 > **Speed (land)** 400 ft. (requires at least 1 crew) \pagebreakNum ___ > ## Single Turboprop >*Gargantuan air vehicle (30 ft. by 35 ft.)* > ___ > - **Creature Capacity** 1 crew, 3 passengers > - **Cargo Capacity** 250 lb. > - **Travel Pace** 170 miles per hour (4080 miles per day) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >| 19 (+4) | 7 (-2) | 15 (+2) | 0 | 0 | 0 | >___ > - **Damage Immunities** poison, psychic > - **Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious > ___ > **Cover** Creatures inside the coupe have full cover. > > **Stall** The turboprop begins to fall if it moves less than 600 feet on it's turn. > ### Actions > ***Move (Bonus Action).*** The turboprop can use its steering wheel to move with its propellers. > > ### Hull > **Armor Class** 19 > **Hit Points** 200 (damage threshold 10) > > ### Control: Steering Wheel > **Armor Class** 12 > **Hit Points** 50 > > Move up to the speed of one of the turboprop's movement components, with up to two 45-degree turns. If the steering wheel is destroyed, the turboprop can't turn. > > ### Movement: Propellers > **Armor Class** 12 > **Hit Points** 50 > **Speed (land)** 1700 ft. (requires at least 1 crew) ___ > ## Sports Coupe >*Huge land vehicle (15 ft. by 5 ft.)* > ___ > - **Creature Capacity** 1 crew, 1 passenger > - **Cargo Capacity** 150 lb. > - **Travel Pace** 150 miles per hour (3600 miles per day) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >| 22 (+6) | 12 (+1) | 15 (+2) | 0 | 0 | 0 | >___ > - **Damage Immunities** poison, psychic > - **Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious > ___ > **Cover** Creatures inside the coupe have three-quarters cover. Creatures leaning out of the windows only have half cover. > > ### Actions > ***Move (Bonus Action).*** The coupe can use its steering wheel to move with its engine. > > ### Hull > **Armor Class** 19 > **Hit Points** 80 (damage threshold 10) > > ### Control: Steering Wheel > **Armor Class** 17 > **Hit Points** 50 > > Move up to the speed of one of the coupe's movement components, with up to three 45-degree turns. If the steering wheel is destroyed, the coupe can't turn. > > ### Movement: Engine > **Armor Class** 16 > **Hit Points** 50 > **Speed (land)** 1500 ft. (requires at least 1 crew) \pagebreakNum ___ > ## Twin Turboprop >*Gargantuan air vehicle (45 ft. by 70 ft.)* > ___ > - **Creature Capacity** 1 crew, 19 passengers > - **Cargo Capacity** 2,500 lb. > - **Travel Pace** 230 miles per hour (5520 miles per day) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >| 21 (+5) | 6 (-2) | 17 (+3) | 0 | 0 | 0 | >___ > - **Damage Immunities** poison, psychic > - **Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious > ___ > **Cover** Creatures inside the turboprop have full cover. > > **Stall** The turboprop begins to fall if it moves less than 700 feet on it's turn. > ### Actions > ***Move (Bonus Action).*** The turboprop can use its steering wheel to move with its engine. > > ### Hull > **Armor Class** 19 > **Hit Points** 300 (damage threshold 10) > > ### Control: Steering Wheel > **Armor Class** 17 > **Hit Points** 50 > > Move up to the speed of one of the turboprop's movement components, with up to two 45-degree turns. If the steering wheel is destroyed, the turboprop can't turn. > > ### Movement: Propellers > **Armor Class** 12 > **Hit Points** 100 > **Speed (land)** 2300 ft. (requires at least 1 crew) \columnbreak >###### Vehicles and Fuel > >Often, it's not worth tracking fuel use in a D&D game, as it rarely serves to further the plot or fun factor. It's fair enough to assume that you refuel between adventures, and that fuel lasts as long as needed during adventures. > >If fuel use is important in your game, you can track a rough fuel value. For modern cars, a full tank is a fuel value of 50. For every hour the car is in use, reduce the fuel value by 1. Refueling a car takes approximately a minute. \pagebreakNum
Aj's 5e D20 Modern
The biggest shoutout to all those people who have been involved in the collation, playtesting and editing of all this information. This whole project was just me bringing together a bunch of info from a ton of creative people and adding my own spin on it. I hope if you find this information it makes your Modern d20 game easy! Cover Art: [MWayneMiller.com](https://i.pinimg.com/originals/bc/48/1e/bc481e90587d4ee3bcefbe63af76ac10.jpg)
Any art or information in this is only for homebrew use, not to be sold or distributed as most of it belongs to WOTC let's be honest. If you use this document anywhere I'd love a shoutout!
[WWW.GMBINDER.COM](https://www.gmbinder.com)
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##### Heavily Inspired by.
d20 modern - Wizards of the Coast
Edward Wilson https://drive.google.com/drive/u/0/folders/0Byx44op3KqQ2flhIV1pKSzRIbFBtbjk4T0xOTlNzVi0yTEpRREV4ZnZCNjJWd25GOFR5VW8
Decision Paralysis... ...Reddit: u/Altavus ...Twitter: @DillTheHerb