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Firearms for d20 Modern (5E) Adventures

This material is Open Game Content, and is character must then use an action or a bonus action
licensed for public use under the terms of the Open to reload it.
Game License v1.0a.
Handguns
Firearms A handgun is a personal firearm that can be used
Firearms fall into three categories: handguns, one-handed. This group includes autoloaders,
longarms, and heavy weapons. revolvers, and machine pistols.
When using a firearm, the wielder applies his or Autoloaders (sometimes called “automatics”)
her Dexterity modifier to the attack and damage feature removable box magazines, and some
rolls. models hold quite a lot of ammunition. They work
by using the energy of a shot fired to throw back a
slide, eject the shot’s shell casing, and scoop the
Exotic Weapons next round into the chamber. They are more
In modern adventures, a class can grant you complex than revolvers, but nevertheless have
proficiency with handguns or longarms. But the heavy become increasingly popular.
weapons featured in this document uses a special rule Revolvers are relatively simple firearms that store
for exotic weapons. several rounds (usually six) in a revolving cylinder.
Most exotic weapons are either atypical in form or As the trigger is pulled, the cylinder revolves to
improved variations of other melee or ranged bring the next bullet in line with the barrel.
weapons. Because each exotic weapon is unique in Machine pistols are automatic weapons small
how it is manipulated and employed, a separate enough to be fired with one hand. Some are
proficiency is required for each one in order to add autoloader pistols modified to fire a burst of bullets
your proficiency bonus to the attack roll for any attack in a single pull of the trigger, while others are
you make with that weapon. modified submachine guns, cut down in size and
The GM can create exotic melee weapons using this weight to allow one-handed use.
rule. An exotic melee weapon don’t fit into the Beretta 92FS. The standard service pistol used by
categories of simple or martial weapons, and requires many military and law enforcement agencies.
a specific proficiency in order to add your proficiency
CIS ST Kinetics. The CIS is a handgun part
bonus to the attack rolls made with that weapon.
submachine gun, part machine pistol designed by
ST Kinetics of Singapore.
New Damage Type: Ballistic Colt Cobra. The Colt Cobra is a compact double-
action revolver with short barrel and cylinder.
Bullets shoot from firearms deals ballistic damage. Is a
Desert Eagle. Manufactured by Israeli Military
subtype of piercing damage, this means that all
ballistic damage counts as piercing damage, but not all
Industries, the Desert Eagle is the king of large-
piercing damage counts as ballistic damage. frame, heavy-caliber autoloaders. The version on
Table: Firearms fires the massive .50 Action
Express round. The Desert Eagle also comes in .
Properties 357 Magnum and .44 Magnum models.
Firearms use special ammunition, and some of Flintlock Pistol. An eighteenth century flintlock
them have the burst fire or reload properties. pistol. Some flintlocks are specially designed as
Ammunition. The ammunition of a firearm is dueling pistols, featuring elaborated decorations
destroyed upon use. Early and modern firearms use and sold in a luxury carved wooden box.
bullets. Glock 19. The Glock is typical of 9mm self-
Burst Fire. A weapon that has the burst fire loading pistols carried by many police officers and
property can make a normal single-target attack, or military personnel.
it can spray a 10-foot-cube area within normal Glock 40. A Glock autoloader chambered for the
range with shots. Each creature in the area must slightly more powerful 10mm round.
succeed on a DC 15 Dexterity saving throw or take Jericho 941 FS. The Jericho 941 is a
the weapon’s normal damage. This action uses ten semiautomatic pistol manufactured by Israeli
pieces of ammunition. Military Industries
Reload. A limited number of shots can be made S&W M&P 45 Shield. A popular .45
with a weapon that has a reload property. A semiautomatic pistol, short and easy to conceal.

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Firearms
Weapon Cost Damage Weight Properties
Handguns
Beretta 92FS (9mm autoloader) $600 2d6 ballistic 2lb. Ammunition (range 50/150), reload (15 shots)
CIS ST Kinetics (9mm machine pistol) $600 2d6 ballistic 3lb. Ammunition (range 40/120), burst fire, reload (30 shots)
Colt Cobra (.38 revolver) $500 2d6 ballistic 1lb. Ammunition (range 40/120), reload (6 shots)
Desert Eagle (.50AE autoloader) $800 2d8 ballistic 4lb. Ammunition (range 50/150), reload (8 shots)
Flintlock pistol (shot and powder) $1.000 1d10 ballistic 3lb. Ammunition (range 30/90), loading
Glock 19 (9mm autoloader) $500 2d6 ballistic 2lb. Ammunition (range 40/120), reload (15 shots)
Glock 40 (10mm autoloader) $600 2d6 ballistic 2lb. Ammunition (range 50/150), reload (15 shots)
Jericho 941 FS (9mm autoloader) $600 2d6 ballistic 2lb. Ammunition (range 40/120), reload (16 shots)
S&W M&P 45 Shield (.45 autoloader) $650 2d6 ballistic 1lb. Ammunition (range 40/120), reload (7 shots)
S&W M629 (.44 magnum revolver) $500 2d8 ballistic 2lb. Ammunition (range 40/120), reload (6 shots)

Longarms
AA-12 (12-gauge shotgun) $2.000 2d8 ballistic 16lb. Ammunition (range 30/90), heavy, reload (20 shots), two-
handed
AKM/AK-47 (7.62mmR assault rifle) $1.000 2d8 ballistic 10lb. Ammunition (range 70/210), burst fire, reload (30 shots),
two-handed
Barret XM-109 (25x59mm antimaterial $3.000 2d12 ballistic 33lb. Ammunition (range 120/360), heavy, reload (5 shots), two-
rifle) handed
Benelli M4 S90 (12-gauge shotgun) $800 2d8 ballistic 8lb. Ammunition (range 30/90), reload (7 shots), two-handed
Colt M4 Carbine (5.56mm assault rifle) $1.800 2d8 ballistic 7lb. Ammunition (range 80/240), burst fire, reload (30 shots),
two-handed
FN F2000 (5.56mm assault rifle) $2.000 2d8 ballistic 8lb. Ammunition (range 80/240), burst fire, reload (30 shots),
two-handed
HK 433 (5.56mm assault rifle) $2.000 2d8 ballistic 7lb. Ammunition (range 80/240), burst fire, reload (30 shots),
two-handed
HK MP7A2 (4.6mm submachine gun) $2.000 2d6 ballistic 5lb. Ammunition (range 40/120), burst fire, reload (40 shots),
two-handed
HK MSG90 A2 (7.62mm sniper rifle) $2.100 2d10 ballistic 14lb. Ammunition (range 90/270), heavy, reload (20 shots), two-
handed
KSG-25 (12-gauge shotgun) $1.600 2d8 ballistic 9lb. Ammunition (range 30/90), reload (20 shots), two-handed
Musket (shot and powder) $1.500 1d12 ballistic 10lb. Ammunition (range 40/120), loading, two-handed, two-
handed
Sawed-off Shotgun (12-gauge) $400 2d8 ballistic 4lb. Special, ammunition (range 10/30), reload (2 shots)
Uzi (9mm submachine gun) $1.500 2d6 ballistic 8lb. Ammunition (range 40/120), burst fire, reload (20 shots),
two-handed
Winchester-94 (.444 hunting rifle) $400 2d10 ballistic 7lb. Ammunition (range 80/240), reload (6 shots), two-handed

Heavy Weapons (each requires a specific proficiency)


FGM-148 (missile launcher) $10.000 10d8 thunder 40lb. Special, ammunition (range 150/450), heavy, loading, two-
handed
HK XM-25 (25x40mm assault rifle) $4.000 4d6 ballistic 10lb. Special, ammunition (range 80/240), reload (5 shots), two-
handed
M72A3 LAW (rocket launcher) $1.200 10d6 thunder 5lb. Special, ammunition (range 150/450), loading, two-handed
Rail Gun (tungsten shard) $4.000 3d12 ballistic 18lb. Ammunition (range 100/300), heavy, reload (20 shots), two-
handed
XM-312 (.50 machinegun) $2.500 2d10 ballistic 42lb. Ammunition (range 100/300), burst fire, heavy, reload (50
shots), two-handed

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S&W M629. A classic Smith & Wesson revolver, 5.56mm ammunition. The HK 433 also comes in
known for its deafening sound, bright muzzle 7.62mm model.
flash, and powerful recoil. HK MP7A2. Light-weighted and compact, the HK
MP7A2 can even be carried on a hip holster
Longarms slightly larger than a pistol holster.
Longarms are personal firearms that require two HK MSG90 A2. This high-precision sniper rifle,
hands to be fired. This group includes hunting and based on the design of the HK G3/PSG1, has a
sniping rifles, assault rifles, antimaterial rifles, fully adjustable trigger, among other possible
shotguns, and most submachine guns. customizations. The MSG90 comes with a
The basic longarm is the rifle, a group that includes standard scope.
both hunting rifles and sniper rifles. Most rifles KSG-25. The KSG-25 shotgun has an elongated
are autoloaders, and they function internally in a double barrel that can hold up to ten 12-gauge
manner very similar to autoloader pistols. Some cartridges at each one.
models are operated manually, however, with the Musket. A musket created by the end of the
user having to work a bolt or lever between each seventeenth century.
shot. Assault rifles are rifles designed for military Sawed-Off Shotgun. This is a 12-gauge, double-
use and feature automatic as well as semiautomatic barreled shotgun with the stock and barrels sawed
fire. Antimaterial rifles can be though of as short. All that’s left of the stock is a pistol grip, and
extremely large and heavy sniper rifles designed to the barrels are roughly 12 inches long. Sawed-off
destroy enemy equipment. shotguns are generally illegal; most are homemade
Shotguns are large-bore weapons that primarily by cutting down a standard shotgun. If this weapon
fire shells full of small projectiles. They tend to be if fully-loaded, you can fire both barrels at once,
powerful, but only at short range. dealing +1 die of damage on a hit. Attacking this
Submachine guns are relatively compact way uses both shotgun shells.
longarms that generally fire pistol ammunition. Uzi. Designed in the 1950s for the Israeli army, the
They can fire on automatic. Uzi has become the most popular submachine gun
AA-12. The Auto Assault-12 is an automatic in the world. It features a collapsible stock, making
shotgun with little recoil and a loader with capacity it extremely compact.
for up to thirty-two cartridges. Winchester 94. The Winchester Model 94 Big
AKM/AK-47. This assault rifle of the old Soviet Bore is a lever-action rifle typical of big-bore
Union is one of the most popular firearms in the hunting rifles found around the world.
world, having found common use in scores of bush
wars and insurrections — on all sides of such Heavy Weapons
conflicts. The AKM is a slightly more modern The weapons covered in this section fall under the
version of the AK-47, but functions essentially the exotic weapons category. You must have the
same. proficiency for each one of these weapons
Barrett XM-109. The antimaterial rifle XM-109 separately to add your proficiency bonus to the
fires the huge 25x59mm explosive round. Because attack roll for any attack you make with that
its explosive features a shaped charge designed to weapon (see the Exotic Weapons box at page 1).
penetrate the armor of military vehicles, the XM- FGM-148. The FGM-148 Javelin is a North
109 ignores up to 10 points of damage threshold if American missile launcher that counts with the
it strikes a vehicle, building, or object. fire-and-forget system. After being fired, the
Benelli M4 Super 90. A tactical 12-gauge missile can locate and destroy its target
semiautomatic shotgun. Many military and law automatically, independently of its firer. You can
enforcement agencies use this or similar weapons. forgo your movement on your turn and use a bonus
Colt M4 Carbine. Typical assault rifle featuring action to lock the targeting system of the FGM-148
three fire options: single shot, three-round burst at your target to gain advantage on your attack roll.
and automatic fire. If you want a faster action, you can fire the FGM-
FN F2000. The Belgian assault rifle FN F2000 is 148 without locking the target, if you do so, you
short, with an ambidextrous design, and loader at will not have advantage on your attack roll. When
the rear of its grip. It features a built-in optical the FGM-148 hits its target, it explodes like a
sight and three fire options: single shot, three- grenade or other explosive, dealing 10d8 thunder
round burst and automatic fire. damage to all creatures within a 20-foot radius (DC
HK 433. The HK 433 assault rifle is light-weighted 18 Dexterity saving throw for half damage).
and reliable. The version on Table: Firearms fires Because its explosive features a shaped charge

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designed to penetrate the armor of military of the projectile breaking the sound barrier makes
vehicles, the FGM-148 ignores up to 10 points of it not suitable for stealth actions.
damage threshold if it strikes a vehicle, building, or XM-312. The General Dynamics XM-312 heavy-
object. However, this only applies to the target duty .50-caliber machinegun is a very common
struck, not to other objects within the burst radius. vehicle-mounted military weapon. The version on
The FGM-148 has a minimum range of 80 feet. If Table: Firearms is feed by a 50-round box,
fired against a target closer than 80 feet away, it alternatively, the weapon can be loaded by an
does not arm and will not explode. ammunition belt. A fire assistant can clip new
HK XM-25. The XM-25 rifle appeared during the ammunition belts together, keeping the weapon fed
military operations on Afghanistan. In practice, it for the gunner.
works like a grenade launcher. The electronic
25x40mm cartridge features two detonation Ammunition
modes: detonate-on-impact (in which the cartridge Ammunition for firearms and other ranged
explodes when it hits a target) and air burst (in weapons is covered on Table: Ammunition.
which the cartridge explodes in the air after
traveling a certain distance). It’s perfect for
Ammunition
surprising enemies behind cover. When the XM-25
hits its target, it explodes like a grenade or other Ammunition Type (Quantity) Cost
explosive, dealing 3d6 ballistic damage to all 5.56mm (20) $25
creatures within a 5-foot radius (DC 15 Dexterity
saving throw for half damage). The XM-25 deals 7.62mm (20) $40
1d6 extra damage (for a total of 4d6 ballistic 7.62mmR (20) $35
damage, as noted on the Table: Firearms) to the
.444 cliber (20) $40
target struck, but not to other objects within the
burst radius. Alternatively, you can make the XM- .50 caliber (20) $43
25 bursts at any point of its trajectory. In this case, 4.6mm (50) $12
no attack roll is needed, no target is hit, and all
creatures within the burst radius can attempt a 9mm (50) $12
Dexterity saving throw to halve the damage. As if 10mm (50) $20
it wasn’t dangerous enough, the XM-25 rifle
.38 special (50) $24
features a built-in thermal sight.
M72A3 LAW. The LAW (light antitank weapon) is .357 caliber (50) $20
a disposable, one-shot rocket launcher. It comes as .44 caliber (50) $34
a short, telescoped fiberglass and aluminum tube.
Before using the weapon, the firer must first arm .45 caliber (50) $37
and extend the tube with a bonus action. When the .50AE caliber (50) $40
LAW hits its target, it explodes like a grenade or
12-gauge buckshot (10) $30
other explosive, dealing 10d6 thunder damage to
all creatures within a 10-foot radius (DC 18 12-gauge birdshot (10) $15
Dexterity saving throw for half damage). Because 12-gauge firefly (10) $40
its explosive features a shaped charge designed to
penetrate the armor of military vehicles, the LAW 12-gauge r. slug (10) $40
ignores up to 10 points of damage threshold if it tungsten shard (20) $50
strikes a vehicle, building, or object. However, this
25x40mm (5) $150
only applies to the target struck, not to other
objects within the burst radius. The M72 has a 25x59mm (5) $150
minimum range of 30 feet. If fired against a target Arrow (12) $30
closer than 30 feet away, it does not arm and will
not explode. Crossbow bolt (12) $24
Rail Gun. The rail gun doesn’t fire explosive Explosive crossbow bolt (4) $40
projectiles, instead of it, tungsten shards are
magnetically accelerated along the rail gun’s length Shot and powder (10) $40
at supersonic velocities. Although the weapon
doesn’t leave capsules behind, the deafening noise 5.56mm, 7.62mm, 7.62mmR, .444, .50: These
calibers of ammunition are generally used in rifles,

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assault rifles, or machine guns, and are sold in
boxes of 20 bullets each. The 7.62mmR is used in
Explosives and Area Weapons
the AKM and other ex-Soviet weapon types, and is These weapons explode or burst, dealing damage
not compatible with the larger 7.62mm cartridge. to creatures or objects within an area.
The .50 caliber is a huge cartridge generally fired Explosives can be thrown or set off in place,
from heavy machineguns, but also adapted to a few depending on the type of explosive device.
models of powerful sniper rifles. Dynamite and hand grenades are examples of these
4.6mm, 9mm, 10mm, .38 S, .44, .45, .50AE: weapons.
These calibers are generally used in pistols or All explosives must be detonated. Some, such as
submachine guns, and are sold in boxes of 50 grenades, include built-in detonators. Others
bullets each. The .50AE pistol round is not require timers or other devices to set them off.
compatible with the much larger .50 rifle-caliber Detonators are covered in Weapon Accessories.
cartridge (see above).
12-gauge Buckshot: Shotgun cartridges, also Explosives and Area Weapons
known as buckshot, are sold in boxes of ten. Weapon Cost Weight
Birdshot: This is a light ammunition for shotguns.
A shotgun loaded with the birdshot cartridge use C4/Semtex $150 1lb.
d6s instead of d8s on damage rolls. Dynamite (stick) $60 1lb.
Firefly: Special 12-gauge incendiary cartridges. A Grenades
shotgun loaded with the firefly cartridge deals
additional 1d4 fire damage. The fire ignites any Fragmentation $200 1lb.
flammable objects that aren’t being worn or Smoke $100 2lb.
carried.
R. Slug: Special 12-gauge solid cartridges. A Teargas $150 2lb.
shotgun loaded with the r. Slug cartridge increases Flamethrower $400 50lb.
both its normal and long ranges in 10 feet.
M79 (grenade launcher) $1.000 7lb.
Tungsten Shard: Ammunition used in personal
rail guns. They are sold in boxes of 20 bolts each. 40mm grenades
25x40mm, 25x59mm: The explosive 25mm Fragmentation $75 1lb.
cartridge comes in two different versions: the low-
velocity 25x40mm ammunition developed for the Acid $75 2lb.
HK XM-25 rifle; and the high-velocity 25x59 Fireflush $75 21lb.
ammunition for the Barrett XM-109 antimaterial
rifle. The 25x59mm ammunition doesn’t feature C4/Semtex. So-called “plastic” explosives
the airburst detonation mode. They are sold in resemble slabs of wax. Hard and translucent when
boxes of 5 rounds each. cold, these explosives warm up when kneaded, and
Arrow: Arrows come in quivers of 12 and are used then can be coaxed to take various shapes. A
with the short or longbow and other types of character can place a 1-pound block of C4/Semtex
archery weapons. These missile weapons consist of and set it to detonate. Each creature within 10 feet
a slender shaft and a pointed head. of that point must make a DC 18 Dexterity saving
Crossbow Bolt: A shaft or missile designed to be throw, taking 4d6 bludgeoning damage on a failed
shot from a crossbow, bolts come in quivers of 12. save, or half as much damage on a successful one.
Explosive Crossbow Bolt: A shaft featuring an Additional blocks can be wired together with a
explosive charge on its point designed to be shot successful DC 10 Intelligence check with a
from a crossbow. When the explosive bolt hits its demolition kit, increasing the damage and burst
target, it explodes dealing 3d6 thunder damage to radius; each additional block increases the damage
all creatures within a 10-foot radius (Dex. Save DC by +2d6 and the burst radius by 2 feet.
13 for half damage; the target hit can’t make this C4 is sold in 4-block packages. The cost given
saving throw). Explosive bolts come in boxes of 4. represents a package of 4 blocks. C4/Semtex
Shot and Powder: This ammunition consists in requires a detonator to set off. It is considered to be
one shot and powder to reload muskets and a moderate explosive for the purpose of using a
flintlock pistols. Shots and powder are sold in chemist’s supplies check to manufacture it.
amounts enough for 10 shots. Dynamite. As an action, a creature can light a stick
of dynamite and throw it at a point up to 60 feet
away. Each creature within 5 feet of that point

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must make a DC 12 Dexterity saving throw, taking be used as hand grenades, and the M79 can’t shoot
3d6 thunder damage on a failed save, or half as hand grenades. With the M79, a character can
much damage on a successful one. propel a 40mm grenade up to 120 feet away. The
A character can bind sticks of dynamite together so 40mm grenade has a minimum range of 40 feet. If
they explode at the same time. Each additional fired against a target closer than 40 feet away, it
stick increases the damage by 1d6 (to a maximum does not arm and will not explode.
of 10d6) and the burst radius by 5 feet (to a 40mm Fragmentation Grenade. Each creature
maximum of 20 feet). within 20 feet of an exploding 40mm
Dynamite can be rigged with a longer fuse to fragmentation grenade must make a DC 15
explode after a set amount of time, usually 1 to 6 Dexterity saving throw, taking 5d6 piercing
rounds. Roll initiative for dynamite. After the set damage on a failed save, or half as much on a
number of rounds goes by, the dynamite explodes successful one. The cost given is for a box of 6
on that initiative. grenades.
Grenades. As an action, a character can throw a 40mm Acid Grenade. Each creature within 20 feet
grenade at a point up to 60 feet away. Each of an exploding 40mm acid grenade must make a
creature within 20 feet of an exploding DC 15 Dexterity saving throw, taking 4d6 acid
fragmentation grenade must make a DC 15 damage on a failed save, or half as much on a
Dexterity saving throw, taking 5d6 piercing successful one. The cost given is for a box of 6
damage on a failed save, or half as much on a grenades.
successful one. 40mm Fireflush Grenade. A fireflush grenade
One round after a smoke grenade lands, it emits a contains a chemical compound that combusts
cloud of smoke that creates a heavily obscured area immediately upon contact with oxygen. Each
in a 20-foot radius. A moderate wind (at least 10 creature within 10 feet of an exploding 40mm
miles per hour) disperses the smoke in 4 rounds; a fireflush grenade must make a DC 15 Dexterity
strong wind (20 or more miles per hour) disperses saving throw, taking 3d6 fire damage on a failed
it in 1 round. save, or half as much on a successful one. The fire
A teargas grenade functions just as a smoke ignites any flammable objects that aren’t being
grenade, with the difference that a creature caught worn or carried. The cost given is for a box of 6
in a cloud of tear gas must make DC 15 grenades.
Constitution saving throw or be poisoned. This
effect lasts as long as the creature is in the cloud
and for 1d6 rounds after it leaves the cloud. Those
Weapons Accessories
who succeed at their saves but remain in the cloud As if modern weapons weren’t dangerous enough,
must continue to save each round. A gas mask a number of accessories can increase their utility or
renders the target immune to the effects. efficiency.
Flamethrower. A flamethrower consists of a
pressurized backpack containing fuel, connected to Weapons Accessories
a tube with a nozzle. It shoots a 5-foot-wide, 30- Item Cost Weight
foot-long line of flame. Any creature caught in the
line of flame must make a DC 15 Dexterity saving Box magazine $40 ½lb.
throw, taking 3d6 fire damage on a failed save, or Detonator
half as much on a successful one. Blasting cap $75 ½lb.
A flamethrower’s backpack has 10 hit points. A
backpack reduced to 0 hit points ruptures and Radio control $70 ½lb.
explodes, dealing 6d6 fire damage to the wearer Timed $500 ½lb.
and each creature within a 5-foot radius must make
a DC 15 Dexterity saving throw, taking 3d6 fire Wired (100 feet) $60 1lb.
damage on a failed save, or half as much on a Holster
successful one.
Hip $30 1lb.
A flamethrower can shoot 10 times before the fuel
supply is depleted. Refilling or replacing a fuel Concealed carry $50 1lb.
pack has costs $50. Illuminator $50 ½lb.
M79. This simple weapon is a single-shot grenade
launcher. It fires 40mm grenades that look like Laser sight $125 ½lb.
huge bullets an inch and a half across; they can’t Scope

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Standard $80 ½lb. concealed carry holster is designed to help keep a
weapon out of sight. In most cases, this is a
Electro-optical $1.000 3lb.
shoulder holster (the weapon fits under the
Thermal $1.500 3lb. wearer’s armpit, presumably beneath a jacket).
Speed loader $10 ½lb. Illuminator. An illuminator is a small flashlight
that mounts to a firearm, freeing up one of the
Suppressor user’s hands. It functions as a standard flashlight.
Pistol $200 1lb. Laser Sight. This small laser mounts on a firearm,
and projects a tiny red dot on the weapon’s target.
Rifle $400 4lb. A laser sight grants a +1 bonus on all attack rolls
made against targets no farther than 30 feet away.
Box Magazine. For weapons that use box However, a laser sight can’t be used outdoors
magazines, a character can purchase extras. during the daytime.
Loading these extra magazines ahead of time and Scope. A scope is a sighting device that makes it
keeping them in a handy place makes it easy to easier to hit targets at long range. However,
reload a weapon in combat. although a scope magnifies the image of the target,
Detonator. A detonator activates an explosive, it has a very limited field of view, making it
causing it to explode. The device consists of an difficult to use.
electrically activated blasting cap and some sort of A standard scope increases the range increment
device that delivers the electrical charge to set off for a ranged weapon by one-half (multiply by 1,5).
the blasting cap. A creature proficient with a However, to use a scope a character can’t move
demolition kit can connect a detonator to an during his or her turn to acquire his or her target. If
explosive with a successful DC 12 Intelligence the character changes targets or otherwise lose
check. Failure means that the explosive fails to go sight of the target, he or she loses the benefit of the
off as planned. Failure by 5 or more means the scope.
explosive goes off as the detonator is being An electro-optical scope functions the same as a
installed. standard scope in normal light. In darkness,
Blasting Cap. This is a detonator without a built-in however, the user sees through it as if he or she
controller. A creature proficient with a demolition had the Darkvision ability.
kit can wire a blasting cap into any electrical A thermal scope functions the same as a standard
device (such as a light switch or a car’s ignition scope in normal light. In darkness, however, the
switch) with a successful DC 10 Intelligence user sees through it as if he or she had the Thermal
check. When the electrical device is activated, the Vision ability.
detonator goes off. Speed Loader. A speed loader holds a number of
Radio Control. This device consists of two parts: bullets in a ring, in a position that mirrors the
the detonator itself and the activation device. The chambers in a revolver cylinder. Using a speed
activation device is an electronic item about the loader saves time in reloading a revolver, since a
size of a deck of cards, with an antenna, a safety, character can insert all the bullets at once.
and an activation switch. When the switch is Suppressor. A suppressor fits on the end of a
toggled, the activation device sends a signal to the firearm, capturing the gases traveling at supersonic
detonator by radio, setting it off. It has a range of speed that propel a bullet as it is fired. This
500 feet. eliminates the noise from the bullet’s firing,
Timed. This is an electronic timer connected to the dramatically reducing the sound the weapon makes
detonator. Like an alarm clock, it can be set to go when it is used. For handguns, the only sound is
off at a particular time. the mechanical action of the weapon requiring a
Wired. This is the simplest form of detonator. The DC 13 Wisdom (Perception) check to be noticed.
blasting cap connects by a wire to an activation For longarms, the supersonic speed of the bullet
device, usually a small pistol-grip device that the itself still makes noise. However, it’s difficult to
user squeezes. The detonator comes with 100 feet tell where the sound is coming from, requiring a
of wire, but a creature proficient with demolition DC 13 Wisdom (Perception) check to locate the
kit can link longer lengths with a successful DC 10 source of the gunfire.
Intelligence check. A creature proficient with mechanic’s tools can
Holster. Holsters are generally available for all modify a weapon to accept a suppressor with a
handguns. A hip holster holds the weapon in an successful DC 13 Intelligence check. Once a
easily accessed — and easily seen —location. A weapon has been modified in this manner, a

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suppressor can be attached or removed as a move
action.
Suppressors cannot be used on revolvers or
shotguns. A suppressor purchased for one weapon
can be used for any other weapon that fires the
same caliber of ammunition.

Developed by Tiago Cristiano [kristianotiago@gmail.com] 8

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