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Simple Modern Guns

Ready. Aim. Fire!

T
his page was created to expand on the Reload. The weapon can be fired a number of times
already existing set of modern weaponry. equal to its Reload score before you must spend a action
The existing set of weapons are meant to or a bonus action to reload (the character's choice).
broadly fit most modern firearms such that Burst Fire. A weapon that has the burst fire property
almost all fire arms can be flavored to one can make a normal single-target attack, or if it is fully
of these items loaded, it can spray a 10-foot-cube area within normal
range with shots. Each creature in the area must make a
Firearms DC 15 Dexterity saving throw. A target takes full weapon
damage on a failed save, or half as much on a successful
Proficiency one. This action uses all the loaded ammunition.
This page was made for indented use in a modern to Ammunition. All firearms require ammunition to make
futuristic setting, as such it is assumed that player an attack, however not all firearms take the same
characters would be aware of the concept of firearms as ammunition, firearms will only work with one type of
such all characters do not need additional features to be ammunition specified in their properties. There exist four
able to use a firearm outside of weapon proficiency. types of ammunition Pistol, Rifle, Shell, and Special. Special
ammunition can only be used to attack with one specific
Properties weapon and usually create a special effect when the
Firearms are considered a ranged weapon. weapon attacks.

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

Special Firearms
Name Cost Damage Weight Properties
Simple Ranged Weapons
Taser Gun - 1d4 lightning 1lb Ammunition, Special (Range 10/20), Light
Flare Gun - 1d4 fire 1lb Ammunition, Special (Range 20/100), Light, Reload 1
Martial Ranged Weapons
Flamethrower - - 20lb Ammunition, Special (Range 30/40), Heavy, Two-Handed, Reload 100
Small Explosive Gun - - 10lb Ammunition, Special (Range 30/120), Heavy, Loading
Large Explosive Gun - - 30lb Ammunition, Special (Range 80/240), Heavy, Loading, Two-Handed
Taser Gun
On a successful hit the target must make a DC 15
constitution saving throw. On a failure the target becomes
stunned and prone for 1d4 rounds.

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

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

Small Explosive Gun


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

Large Explosive Gun


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