Equipment (Combat Series: 1944 Supplement)

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Equipment/Shop[edit]

Simple Weapons[edit]

  • Carbine Rifle
    Gold: 480
    Rarity: Common
    Damage: 1d6+DEX piercing
    Weight: 10 lb.
    Range:30/100
    Clip:(6 shots)
    Ammunition:Light Ammo
    heavy property
    two-handed
    Single shot: Each attack cost 1 charge
    Short Barrel : This Weapons doesn’t have disadvantage when used within 5ft of the target.
  • Pistol
    Gold: 140
    Rarity: Common
    Damage: 1d4+DEX piercing
    Weight: 3 lb.
    Range:20/40
    Clip:(12 shots)
    Ammunition:Light Ammo
    Light property
    Single shot: Each attack cost 1 round from the clip
    Short Barrel: This Weapon doesn’t have disadvantage when used within 5ft of the target
  • Submachine Gun
    Gold: 540
    Rarity: Rare
    Damage: 2d4+(DEX) piercing
    Weight: 10 lb.
    Range:30/60
    Clip:(30 shots)
    Ammunition:light Ammo
    two-handed
    Multi shot: Each attack takes 5 shots
    Short Barrel : This Weapon doesn’t have disadvantage when used within 5ft of the target

Martial Weapons[edit]

  • Assault Rifle
    Gold:640
    Damage:1d8(STR or DEX) piercing
    Weight:10 lbs
    Ammunition:Heavy Ammo
    Range:(30/80)
    Clip:(30 shots)
    two handed property
    Multi shot:Every attack with this weapon uses 3 rounds from the clip.
    Long Barrel:This Weapons has disadvantage when used within 5ft of the target.
  • Machine-gun
    Gold: 960
    Rarity: Uncommon
    Damage: 1d12+STR piercing
    Weight: 14 lb.
    Range:20/60
    Clip:(100 shots)
    Ammunition:Light Ammo
    heavy property
    two-handed
    Multi shot: Every attack with this weapon uses 10 rounds.
    Long Barrel : This Weapon does have disadvantage when used within 5ft of the target
  • Magnum
    Gold: 960
    Rarity: Uncommon
    Damage: 3d4+STR piercing
    Weight: 10 lb.
    Range:20/30
    Clip:(6 shots)
    Ammunition:Heavy Ammo
    heavy property
    two-handed
    Single shot: Each attack cost 1 charge
    Short Barrel : This Weapons doesn’t have disadvantage when used within 5ft of the target.
  • Rocket Launcher
    Gold: 4400
    Rarity: Rare
    Damage: 1d6+STR Fire
    Weight: 11 lb.
    Range:30/90
    Clip:(1 shots)
    Ammunition:Rocket Ammo
    heavy property
    loading

property
loading property
two-handed
Single shot: Each attack cost 1 charge
Short Barrel :This Weapons doesn’t have disadvantage when used within 5ft of the target.
Explosive Damage:This is a rocket-propelled high-explosive grenade launcher. Once you hit a target, each creature within 10 feet of the impact point must make a Dexterity saving throw, taking 4d6 Fire damage on a failed save, or half as much on a successful one. At normal range, the DC is 14; at long range the DC is 11.

  • Shotgun
    Gold: 1480
    Rarity: Rare
    Damage: 3d6+(DEX or STR) piercing
    Weight: 4 lb.
    Range:10/25
    Clip:(6 shots)
    Ammunition:Shell Ammo
    two-handed
    Single shot: Each attack cost 1 charge
    Short Barrel : This Weapons doesn’t have disadvantage when used within 5ft of the target.
  • Sniper Rifle
    Gold: 2300
    Rarity: Rare
    Damage: 3d8+(DEX) piercing
    Weight: 10 lb.
    Range:50/150
    Clip:(4 shots)
    Ammunition:Heavy Ammo
    two-handed
    Single shot: Each attack cost 1 charge
    Long Barrel : This Weapons does have disadvantage when used within 5ft of the target.

Armor[edit]

  • Heavy Combat Armor
    Gold: 75
    Rarity: Uncommon
    Armor Class (AC): 16 + Dex modifier (max 2)
    Weight: 35 lb.
    Special: Disadvantage while stealthing
  • Medium Combat Armor
    Gold: 40
    Rarity: Uncommon
    Armor Class (AC): 14 + Dex modifier (max 2)
    Weight: 15 lb.
    Special: Disadvantage while stealthing
  • Light Combat Armor
    Gold: 40
    Rarity: Uncommon
    Armor Class (AC): 12 + Dex modifier (max 2)
    Weight: 8 lb.
  • Ballistic Shield
    Gold: 40
    Rarity: Uncommon
    Armor Class (AC): +2 AC
    Weight: 15 lb.
    Special: Disadvantage while stealthing

Items[edit]

  • Mechanics Kit
    Gold: 30
    Rarity: Common
    Weight: 2 lb.
    Description: If you are proficient, you can use an action to restore 2d4+2 hit points to a damaged object, including vehicles.
  • Medical Bandage
    Gold: 30
    Rarity: Common
    Weight: .3 lb.
    Description: use an action or bonus action on yourself or an adjacent creature, restoring 2d4+2 hit points
  • Medkit
    Gold: 90
    Rarity: Common
    Weight: 5 lb.
    Description: use an action or bonus action on yourself or an adjacent creature, restoring 4d4+4 hit points
  • Super Medkit
    Gold: 120
    Rarity: Common
    Weight: 6 lb.
    Description: use an action or bonus action on yourself or an adjacent creature, restoring 8d4+8 hit points
  • Fragmentation Grenade
    Gold: 40
    Rarity: Uncommon
    Weight: .3 lb.
    Description: 10ft area of effect, 3d6 fire, all targets in area must make a DC:13 save; on a success the creature takes half damage.
  • Smoke Grenade
    Gold: 30
    Rarity: Uncommon
    Weight: .3 lb.
    Description: 20ft area of effect, all targets in the area or trying to shoot through the affected area have disadvantage.

Satchel Charge

  • Satchel Charge
    Gold: 120
    Rarity: rare
    Weight: 10 lb.
    Description: Take an action to plant on target. Activated all targets in a 30ft area must make a DC 16 Dex save or take 8d6 fire damage, on a success the target takes half damage.
  • Bouncing Betty
    Gold: 80
    Rarity: rare
    Weight: 3 lb.
    Description: Take an action to plant on target. When a creature walks within a 10ft area of the Bett, the bomb will set off. all targets in the area must make a DC15 save; on a success the creature takes half damage. They will take 4d6 fire.

Ammunition[edit]

  • Gas Can
    (x1) Gold: 2
  • Heavy Ammo
    (x10) Gold: 5
  • Light Ammo
    (x10) Gold: 3
  • Rockets
    (x1) Gold: 8
  • Shotgun Shells
    (x5) Gold: 3

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