Specialty Weapons
CQC Handgun
Simple Ranged Weapons
Weapon
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Cost
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Damage
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Weight
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Properties
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CQC Handgun |
Special Common |
2d6 piercing |
1 lb. |
Ammunition (range 30/300), light, reload (12 shots), special
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Every part of this handgun has been tooled or replaced to make it superior for mixed-tactics fighting. When a wielder with the CQC Fighting Style takes the Attack action, if they only make ranged attacks with the CQC handgun they can make 1 additional melee attack as part of the same action, and if they only make melee attacks they can make 1 additional ranged attack with the CQC handgun.
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Tornado-6 Revolver
Simple Ranged Weapons
Weapon
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Cost
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Damage
|
Weight
|
Properties
|
Tornado-6 Revolver |
Special Common |
2d8 piercing |
1 lb. |
Ammunition (range 30/300), long reload (6 shots), light
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A hand-crafted revolver designed by Diamond Dogs for near-exclusive use by a certain mercenary, the Tornado-6 has highly advanced recoil buffers along the top of its barrel, allowing the fairly weightless weapon to fire heavy handgun rounds easily.
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HF Pincer Blades
Martial Melee Weapons
Weapon
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Cost
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Damage
|
Weight
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Properties
|
HF Pincer Blades |
Special Common |
2d6 slashing |
6 lb. |
Finesse, special
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Effectively two HF machetes merged into a single weapon by hand, "Bloodlust" is a handcrafted weapon for self-taught cyborg assassins. As an action, you may charge the weapon, causing the next attack you make with it before the end of your next turn to deal twice as much damage.
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HF Tactical Sai (2)
Martial Melee Weapons
Weapon
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Cost
|
Damage
|
Weight
|
Properties
|
HF Tactical Sai (2) |
Special Uncommon |
1d8 piercing |
6 lb. |
Finesse, light, thrown (30/60 feet), special
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This pair of "Dystopia" sais attach to the user's body with long cables of an unknown material. On a hit, you may move yourself in a straight line to anywhere within 5 feet of the target and make an unarmed strike against them.
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Gekko Polearm
Martial Melee Weapons
Weapon
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Cost
|
Damage
|
Weight
|
Properties
|
Gekko Polearm |
Special Uncommon |
1d8 piercing |
6 lb. |
Finesse, two-handed, reach, special
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The "L'Etranger" polearm is constructed out of multiple dwarf gekko arms that are controlled by the user with touch alone. This weapon has an additional 5 feet of reach and can be used as a hand, including using it to wield another weapon, and the Gekko Polearm can wield two-handed weapons.
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HF Murasama
Martial Melee Weapons
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
HF Murasama |
Special Rare |
3d8 slashing |
3 lb. |
Finesse, light
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A prototype high-frequency weapon, the Murasama is truly one of a kind. Combining the ease of use of an HF machete with the power of an HF longsword, and taking both aspects far beyond their original forms, it is without a doubt the ultimate sword.
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HF Hebi Damashii
Martial Melee Weapons
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
HF Hebi Damashii |
Special Legendary |
2d8 slashing |
3 lb. |
Finesse, light
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A prototype high-frequency weapon, the Hebi Damashii has been programmed with an AI modeled after history's greatest hero; Solid Snake, as crafted by his closest friends. As a bonus action, you may listen to the sword's wisdom, granting you advantage on all attack rolls and saving throws you make before the beginning of your next turn.
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Patriot
Martial Ranged Weapons
Weapon
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Cost
|
Damage
|
Weight
|
Properties
|
Patriot |
Special Rare |
2d8 piercing |
6 lb. |
Ammunition (range 60/600), reload (50 shots), spread (1d4), light, special
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Designed, procured, and built by The Boss herself, the Patriot is a pistol variant of the XM16E1, an automatic rifle, designed as the rifle equivalent of a CQC pistol, both of which were designed for her personal fighting style. When a wielder with the CQC Fighting Style takes the Attack action, if they only make ranged attacks with the CQC handgun they can make 1 additional melee attack as part of the same action, and if they only make melee attacks they can make 1 additional ranged attack with the CQC handgun.
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Energy Cannon
Martial Ranged Weapons
Weapon
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Cost
|
Damage
|
Weight
|
Properties
|
Energy Cannon |
Special Rare |
2d6 radiant |
1 lb. |
Ammunition (range 30/300), loading, light
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What would later become the Solar Gun, energy cannons encase the user's arm. While cabled to a power source, or while its wielder is wearing any special armor, this weapon can fire a bolt of superheated particles without using any form of ammunition other than the user's natural bioelectricity.
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Rail Gun
Martial Ranged Weapons
Weapon
|
Cost
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Damage
|
Weight
|
Properties
|
Rail Gun |
Special Very Rare |
10d6 piercing |
24 lb. |
Ammunition (range 60/600), long reload (50 shots), heavy, two-handed, stabilizing
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Rail guns manipulate magnetic fields to accelerate small projectiles to insane speeds. The first prototype man-portable rail gun was developed in late 2007, though this early version was plagued with issues. Even in the cyborg era of the 2010s, man-portable rail guns are almost unseen.!--this will probably become a specialty item in the future-->
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- Rail Gun Rounds (10)
Cost: Legendary
Weight: 1 lb.
These rounds can be loaded into a rail gun.
Solar Gun
Martial Ranged Weapons
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
Solar Gun |
Special Very Rare |
1d4 radiant |
1 lb. |
Ammunition (range 30/300), loading, light, special
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This weapon gathers solar energy and condenses it into a ball of non-lethal energy. As an action, you may charge the solar gun, causing its next attack to deal 10d6 radiant damage instead. As this weapon gathers its energy from the sun, it can not be fired or charged while outside of direct sunlight. If this weapon reduces a creature to 0 hit points, the target drops to 1 hit point instead and falls unconscious for 1 hour.
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Specialty Armor
Battle Dress
- Battle Dress: Heavy Armor
Using the same technology found in sneaking suits, state-of-the-art battle dress is designed for direct combat rather than subtle sneaking. While wearing this armor and above half their maximum hit points, a creature has advantage on Strength, Dexterity, and Constitution saving throws. This armor has a damage threshold of 12.
Sneaking Suit, Cold War
- Sneaking Suit, Cold War: Light Armor
Originally developed in the Soviet Union, though a prototype was stolen by a certain legendary soldier which allowed its technology to be recreated by the United States and multiple PMCs, sneaking suits somewhat mask the user's sound, scent, silhouette, and thermal emissions in addition to being made of a mild ballistic fiber. This armor has a damage threshold of 5.
Sneaking Suit, Digital Age
- Sneaking Suit, Digital Age: Light Armor
Using older sneaking suit tech as a base, modern sneaking suits also enhance the wearer's musculature, and protects them from the effects of a wide variety of adverse conditions. While wearing this armor and above half their maximum hit points, a creature has advantage on Strength, Dexterity, and Constitution saving throws. This armor has a damage threshold of 5.
Exoskeleton, Cyborg Ninja
- Exoskeleton, Cyborg Ninja: Medium Armor
Developed in the early 2000s, type-1 exoskeletons, most memorably used by the so called "cyborg ninjas", enhance the wearer's abilities significantly, though the technology often takes a moment to respond. The wearer gains an additional bonus action that can be used to take the Dodge, Dash, or Disengage action. This armor has a damage threshold of 10.
Powered Suit
- Powered Suit: Heavy Armor
Effectively an infantry-sized metal gear, powered suits turn a single soldier into a walking tank. Your size increases by 1 category to a minimum of Large, and the armor comes equipped with a machine gun and rocket launcher that can be fired without wielding them in your hands. This armor has a damage threshold of 16.
Exoskeleton, Arsenal
- Exoskeleton, Arsenal: Medium Armor
Improving on Dr. Clark's original design, a small handful of the La-li-lu-le-lo's best operatives were outfitted with a more advanced form of exoskeleton. The wearer may spend their bonus action to take any action they can make. This armor has a damage threshold of 10. Additionally, each suit has a unique codename and ability:
- Mantis: the wearer gains 3 additional pairs of cybernetic arms that can be used as normal arms.
- Octopus: the wearer can move up, down, and across vertical surfaces and upside down along ceilings, while leaving their hands free, and they gain a climbing speed equal to their walking speed.
- Raven: you gain a flying speed equal to your movement speed.
- Wolf: while prone, the wearer's movement speed is doubled instead of halved, and they have advantage on Perception checks, and Strength checks and saving throws.
- Snake: the suit has an additional pair of cybernetic tentacle "snake arms" that can be used as normal arms with an additional 10 feet of reach, and can be used as energy cannons.
Other Specialty Items
Stealth Camouflage
Stealth camouflage is a cover-all term for handheld devices that, when activated, render the user nearly completely transparent, though they can still be heard and detected by thermal sensors. Stealth camouflage can be activated as an action, causing the user to have advantage on Stealth checks against being seen, and automatically succeed them if they are completely still. Stealth camouflage can not affect anything larger than Medium. Stealth camouflage comes in two varieties depending on the era:
- During the Cold War, the first technological stealth camouflage was developed by Militaires Sans Frontières, and would later be inherited by Diamond Dogs and Outer Heaven, though these prototypes posed the risk of potentially deadly radiation leaks. At the end of each turn a creature has stealth camouflage active, they take 2 (1d4) necrotic damage. Additionally, this version can only run for 1 minute before needing to be recharged over the course of 1 minute.
- In 2005, U.S. scientist Hal Emmerich developed an improved version of stealth camouflage that completely negated the threat of radiation leaks at the expense of durability. If the user takes 18 damage or more from a single attack while the stealth camouflage is active, it breaks and must be repaired by a creature proficient in tinker's tools over the course of 1 hour. Additionally, this version can only run for 1 minute before needing to be recharged over the course of 10 minutes.
Rarity: Special Rare
Weight: 0.5 ½ lb.
Metal Gear Mk. II
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