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Gear: Modern vs. Magic


Xerin

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Money

 

Money in this setting is HARD to judge. Usually, 1 silver equals about 1 dollar, this isn't consistent across the board though, and will be subject to change and exchanges. Gold pieces may be provided by slain enemies, but more often Gates will have rewards based on certain things requested to be harvested. 'We're looking for metal, or crystal, or plant matter, etc.' Party members taking time to loot for correct items can improve money investment.

 



Semi-Auto Pistol

Weapon
 
Firearm, modern, martial weapon, ranged weapon
3 lb. 2d6 piercing - ammunition (50/150 ft.), reload (15 shots)
 
Range

A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

 
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. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. The ammunition of a firearm is destroyed upon use.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.

 

Reload

A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice).


Rifle

Weapon
 
Firearm, modern, martial weapon, ranged weapon
8 lb. 2d8 piercing - ammunition (80/240 ft.), burst fire, reload (30 shots), two-handed
 
Range

A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

 
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. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. The ammunition of a firearm is destroyed upon use.

 

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.

Burst Fire

A weapon that has the burst fire property can make a single-target attack, or it can spray a 10-foot-cube area within normal range with shots. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the weapon's normal damage. This action uses ten pieces of ammunition.

 
Reload

A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice).

 
Two-Handed

This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.


 

 

Hunting Rifle

Weapon
 
Firearm, modern, martial weapon, ranged weapon
8 lb. 2d10 piercing - ammunition (80/240 ft.), reload (5 shots), two-handed

 

Range 

A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

 
 
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. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. The ammunition of a firearm is destroyed upon use.

 

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.

 

Reload

A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice).

 
 
Two-Handed

This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.

 


 

Ammunition

 

Medieval Ammo is at the price in the book.

Modern Ammo is at ~1 gp per bullet, So $10 per bullet, or around $150 per clip.

Edited by Xerin (see edit history)
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