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Weapons

Sidearms take up no space, but only one can be equipped at a time   “Light” weapons perform like normal weapons and abilities and have 1 weight, meaning 2 total can be carried   “Heavy” Weapons take up 2 slots, meaning only one can be carried, and they require half movement to set up, might have a minimum range, but deal more damage.   For each additional strength modifier above +3, a player can add an additional eight unit up to a total of 4 at 20 (+5) STR   “Stationary” weapons require transportation to move over long distances, using something like a horse, car, train, etc., and can only be moved slowly, and with 2 people per turn once in combat. However do the most damage and offer protection   Stationary weapons take up 2 slots   Stationary weapons require 2 people to use, though only one of them needs to have a special weapons proficiency   Stationary weapons are difficult to move, and take up a lot of slots, but have the highest damage and often feature AC buffs   Stationary weapons have their own health pool. Both missed and intentional attacks against the weapon will deplete its health  

Sidearms

Bayonet (Sidearm)

Weapon

Common

Can be attached to any gun that isn't stationary   Can be used to attack as a bonus action   Sidearm - 0 Weight

Type Damage Damage Range
Simple Melee 1d6 Piercing Melee


 

Type 14 Nambu Pistol (Sidearm)

Firearm

Common

Cartridge: 8x52   Sidearm - 0 weight

Type Damage Damage Range
Simple Ranged 1d6 Piercing 80/320


 

Colt 1911 (Sidearm)

Firearm

Rare

Cartridge: .45 ACP   +2 to hit   Sidearm - 0 Weight   Suppressor - Reduces noise profile to a level that won't be noticed beyond 10ft, or at all in noisy environments. Disadvantage on perception checks provoked by the firing of the weapon while a suppressor is equipped   Rogue Sneak attack bonus - For any sneak attack, add 2D6 additional damage to the attack

Type Damage Damage Range
Simple Ranged 1d8 Piercing 80/320


 

Light Arms

Type 38 Arisaka Rifle (Light)

Firearm

Common

Cartridge: 6.5x50   Light - 1 weight

Type Damage Damage Range
Martial Ranged 1d8 Piercing 100/400


 

Type 99 Arisaka Rifle (Light)

Firearm

Uncommon

Cartridge: 7.7x58   Light - 1 weight   Requires Special Weapon Proficiency  

Sniper Varient

+3 to hit   600 range   Disadvantage within 15 feet   While using this weapon, nat 19s count as critical hits

Type Damage Damage Range
Martial Ranged 1d10 Piercing 150/600


 

Type 100 Nambu Submachine gun (Light)

Firearm

Uncommon

Cartridge: 8x52   Light - 1 weight   Requires Special Weapon Proficiency

Type Damage Damage Range
Martial Ranged 2d6 Piercing 80/320


 

Winchester 1897 Trench Gun (Light)

Firearm

Varies

Cartridge: 12 Gauge   Light - 1 weight   Requires Special Weapon Proficiency   DC = 8+Dex+Proficiency DEX save, target takes half damage on a successful save   Any target of medium size or smaller the fails the save will be pushed 5 feet back and knocked prone

Type Damage Damage Range
Martial Ranged 3D4 Piercing 15ft 45 degree cone


 

(4) Type 97 Fragmentation Grenade (Light)

Explosive

Uncommon

10ft radius   DC = 8+Dex+Proficiency DEX save, target takes half damage on a successful save   Can be used all at once to deal 4D8 piercing, 15ft radius, and deal double damage against constructs

Type Damage Damage Range
Simple Ranged 4d4 Piercing 30 feet


 

(4) Type 93 Anti-Personnel Mine (Light)

Explosive

Uncommon

DC = 8+Dex+Proficiency DEX save, target takes half damage on a successful save, any target of medium size or smaller that fails the save will be knocked prone on a failure   5 foot radius   Activates if a creature goes over the square where the mine was placed   2 can be tossed as an action in any direction   Mines are clearly visible unless intentionally obscured. Whoever places the mines must make a survival check to hide them. Any attempt to find the mines will require a perception check to beat this survival check DC.   Mines have an AC of 10 and can be detonated with any attack. Mines are automatically detonated by save based attacks that hit them   Mines can be moved or thrown by any creature that chooses to do so after initial placement

Type Damage Damage Range
None 4d8 Piercing 15 feet


 

(2) Type 99 Anti-Tank Mine (Light)

Explosive

Rare

DC = 8+Dex+Proficiency DEX save, target takes half damage on a successful save, if the target fails it will be knocked prone (unless vehicle)   10ft radius   Deals double damage against constructs   Only activates if creature or construct of large size or bigger goes over the square   Mines are clearly visible unless intentionally obscured. Whoever places the mines must make a survival check to hide them. Any attempt to find the mines will require a perception check to beat this survival check DC.   Mines have an AC of 10 and can be detonated with any attack dealing more than 20 damage at once. Mines are automatically detonated by save based attacks that hit them   Mines can be moved or thrown by any creature that chooses to do so after initial placement   Requires Special Weapons Proficiency

Type Damage Damage Range
None 6d10 Bludgeoning 15 feet


 

Type 89 50mm Knee Mortar (Light)

Explosive

Rare

DC = 8+Dex+Proficiency DEX save, target takes half damage on a successful save   5ft radius   Cannot fire so that the center of the attack is within 10 feet

Type Damage Damage Range
Martial Ranged 2d6 Piercing 100ft range


 

(1) Satchel Charge (Light)

Explosive

Very Rare

20ft Radius   DC = 8+Dex+Proficiency DEX save, target takes half damage on a successful save   The satchel charge can be detonated remotely so long as the operator is within 300 feet of the charge with the detonator switch   The satchel charge itself must be deployed using an action, but can be detonated using a bonus action   Deals double damage to constructs, and levels any structures or objects within its blast radius to scraps and rubble   Requires special weapons proficiency

Type Damage Damage Range
Martial Ranged 8d10 Bludgeoning 30 feet


 

Heavy Arms

Type 97 Anti-Tank Rifle (Heavy)

Firearm

Very Rare

Cartridge: 20mm   +2 to hit   Disadvantage within 30 feet   On a hit any target of medium size or smaller must make DC = Dex+Proficiency CON save or be knocked prone   Double damage against constructs   Is able to pierce through 5 feet worth of any non-metallic material, and 1 foot of any metallic material   Requires Special Weapons Proficiency

Type Damage Damage Range
Martial Ranged 3d8 Piercing 200/800


 

Type 99 Nambu Light Machine Gun (Heavy)

Firearm

Rare

Cartridge: 7.7×58   DC = 8+Dex+Proficiency DEX save, target takes half damage on a successful save   Uses half of movement to set up or pack up   Requires special weapons proficiency

Type Damage Damage Range
Martial Ranged 3d8 Piercing 100ft line


 

Type 93 Flamethrower (Heavy)

Weapon

Very Rare

DC = 8+Dex+Proficiency DEX save, target takes half damage on a successful save   The flamethrower has 2 uses before the tank becomes empty   If the user is hit with a critical hit, or fails a save from a fire based attack the fuel tank will explode in a 15ft radius, and require a DC = Dex+Proficiency DEX save, and take the same damage as normal use of the weapon. This will not occur if the tank is empty   Requires special weapons proficiency

Type Damage Damage Range
Martial Ranged 8d6 Fire 30ft 45 degree cone


 

Kamikaze Lunge Mine (Heavy)

Explosive

Very Rare

DC = 8+Dex+Proficiency DEX save, target takes half damage on a successful save   15 radius   User takes full damage without ability to make a save

Type Damage Damage Range
Simple Melee 10d10 Bludgeoning Melee


 

Type 97 81mm Infantry Mortar (Heavy)

Explosive

Rare

DC = 8+Dex+Proficiency DEX save, target takes half damage on a successful save   10ft radius   Cannot fire so that the center of the attack is within 20 feet   Uses half of movement to set up or pack up   Requires special weapons proficiency

Type Damage Damage Range
Martial Ranged 4d6 Piercing 200 feet


 

(4) Type 4 Rocket Launcher (Heavy)

Explosive

Very Rare

DC = 8+Dex+Proficiency DEX save, target takes half damage on a successful save   10ft radius   Requires special weapons proficiency

Type Damage Damage Range
Martial Ranged 6d6 Bludgeoning 150


 

Stationary Guns

Type 3 Nambu Heavy Machine Gun (Stationary)

Firearm

Rare

Cartridge: 7.7x58   DC = 8+Dex+Proficiency DEX save, target takes half damage on a successful save   Requires two operators, only one of which needs a special weapons proficiency. If operated solo, the operator uses his full turn, forfeiting his movement and bonus action   15ft speed while moving this weapon. Speed is zero without a second operator   Acts as ½ cover (+2 AC) from a 45 degree cone from the front   This weapon has 50 HP. Any attacks that target the weapon specifically or miss against the operators of the machine gun, or AoE attacks the weapon is within will deal damage to the weapon

Type Damage Damage Range
Martial Ranged 4d8 Piercing 100ft line


 

Type 92 Nambu Heavy Machine Gun (Stationary)

Firearm

Very Rare

Cartridge: 6.5×50   DC = 8+Dex+Proficiency DEX save, target takes half damage on a successful save   Requires two operators, only one of which needs a special weapons proficiency. If operated solo, the operator uses his full turn, forfeiting his movement and bonus action   15ft speed while moving this weapon. Speed is zero without a second operator   Acts as ½ cover (+2 AC) from a 45 degree cone from the front   Requires 2 people to use, only one of which requires advanced firearm proficiency, with both users moving the gun they are able to move at half speed, or 5 speed with only one move   This weapon has 65 HP. Any attacks that target the weapon specifically or miss against the operators of the machine gun, or AoE attacks the weapon is within will deal damage to the weapon

Type Damage Damage Range
Martial Ranged 5d10 Piercing 150ft line


 

Type 98 25mm Anti-Aircraft Gun (Stationary)

Firearm

Very Rare

Cartridge: 25mm   DC = 8+Dex+Proficiency DEX save, target takes half damage on a successful save   Requires two operators, only one of which needs a special weapons proficiency. If operated solo, the operator uses his full turn, forfeiting his movement and bonus action   10ft speed while moving this weapon. Speed is zero without a second operator   Acts as ½ cover (+2 AC) from a 45 degree cone from the front   This weapon has 75 HP. Any attacks that target the weapon specifically or miss against the operators of the machine gun, or AoE attacks the weapon is within will deal damage to the weapon   This Weapon deals double damage to any aircraft

Type Damage Damage Range
Martial Ranged 6d12 Piercing 200ft line


 

Type 90 75mm Field Gun (Stationary)

Explosive

Very Rare

DC = 8+Dex+Proficiency DEX save, target takes half damage on a successful save   20ft radius   Requires two operators, only one of which needs a special weapons proficiency. If operated solo, the operator uses his full turn, forfeiting his movement and bonus action   10ft speed while moving this weapon. Speed is zero without a second operator   Cannot fire so that the center of the attack is within 30 feet   Acts as ¾ cover (+5 AC) from a 45 degree cone from the front   This weapon has 80 HP. Any attacks that target the weapon specifically or miss against the operators of the machine gun, or AoE attacks the weapon is within will deal damage to the weapon

Type Damage Damage Range
Martial Ranged 6d6 Bludgeoning 600 feet


 

Type 89 15cm Siege Artillery

Explosive

Very Rare

A pair of siege artillery fire shells impacting two seperate points called in by the radio operator   DC = 18 DEX save   The shells explode in a 30 foot wide circle   The shelling may continue every turn so long as the radio operator remain able to call them in   Any structures within the path of the bombs / shells become rubble which acts as rough terrain   Requires a Radio and Radio Proficiency to call in

Type Damage Damage Range
Martial Ranged 8d8 Bludgeoning 1200 feet



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