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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