Weapons
Sidearms
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 attackType | Damage | Damage | Range |
---|---|---|---|
Simple Ranged | 1d8 | Piercing | 80/320 |
Light Arms
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 proneType | 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 constructsType | 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 placementType | 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 ProficiencyType | Damage | Damage | Range |
---|---|---|---|
None | 6d10 | Bludgeoning | 15 feet |
(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 proficiencyType | 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 ProficiencyType | Damage | Damage | Range |
---|---|---|---|
Martial Ranged | 3d8 | Piercing | 200/800 |
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 proficiencyType | Damage | Damage | Range |
---|---|---|---|
Martial Ranged | 8d6 | Fire | 30ft 45 degree cone |
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 proficiencyType | Damage | Damage | Range |
---|---|---|---|
Martial Ranged | 4d6 | Piercing | 200 feet |
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 weaponType | 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 weaponType | 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 aircraftType | 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 weaponType | 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 inType | Damage | Damage | Range |
---|---|---|---|
Martial Ranged | 8d8 | Bludgeoning | 1200 feet |
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