Equipment
Weapons
The following weapons are in addition to all official weapons, which count as Common items, and replace official firearms.
Simple Melee Weapons
Ballistic Knife
Simple Melee Weapons
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
Ballistic Knife |
Uncommon |
1d4 slashing/2d6 piercing |
3 lb. |
Finesse, Light, Thrown (range 20/60), Special, Ammunition (range 30/300), Loading
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Using the base of survival knives like the America Ka-Bar Fighting/Utility knife, ballistic knives have a barrel and firing mechanism capable of firing a single handgun cartridge built into their handles. Originally manufactured for the Soviet Union, variants are still used by various special forces groups.
When you make a melee attack with this weapon, it does not have the Ammunition or Loading properties, and it deals 1d4 slashing damage. When you make a ranged attack with this weapon, it does not have the thrown property and deals 2d6 piercing damage.
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Stun Knife
Simple Melee Weapons
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
Stun Knife |
Uncommon |
1d4 slashing |
3 lb. |
Finesse, light, thrown (range 20/60), special
|
|
Stun knives are built on the base of a standard combat knife, but have capacitors and a battery built into the handle that can be discharged with the push of a button. On a hit with this weapon, you may release a burst of electricity, dealing 2d6 lightning damage instead of or in addition to this weapon's normal damage. If this reduces a creature to 0 hit points and you do not deal this weapon's normal damage, the target drops to 1 hit point instead and falls unconscious for 1 hour. After doing so, you can not do so again for 1 minute.
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Simple Ranged Weapons
Revolver
Simple Ranged Weapons
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
Revolver |
Common |
2d6 piercing |
1 lb. |
Ammunition (range 30/300), long reload (6 shots)
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Despite using rudimentary technology, revolvers have stood the test of time as reliable weapons capable of handling larger rounds without may chamber pressure limitations.
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Handgun
Simple Ranged Weapons
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
Handgun |
Common |
2d6 piercing |
1 lb. |
Ammunition (range 30/300), light, reload (12 shots)
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Pistols are widely available across the world, from military and police to civilian use.
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Handgun, Heavy
Simple Ranged Weapons
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
Handgun, Heavy |
Uncommon |
2d8 piercing |
1 lb. |
Ammunition (range 30/300), reload (12 shots)
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Heavy handguns fire larger rounds, typically .50 caliber, and make for a heavier sidearm than a typical handgun.
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Pump Shotgun
Simple Ranged Weapons
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
Pump Shotgun |
Common |
1d4 piercing |
7 lb. |
Ammunition (range 30/300), long reload (6 shots), spread (2d4), two-handed, loading
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Shotguns fire a large spread of small, relatively low velocity projectiles with a single shot. While initially introduced into the military, their simple production and the use of body armor have made them mostly a non-issue for military personnel, leading to them being widespread on the civilian market.
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Double-Barrel Shotgun
Simple Ranged Weapons
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
Double-Barrel Shotgun |
Common |
1d4 piercing |
7 lb. |
Ammunition (range 30/300), reload (2 shots), spread (2d4), two-handed
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Even older than pump-action shotguns, double-barrel shotguns were some of the earliest handheld gunpowder weapons created, and as such have been outpaced in military use, making them exclusively civilian.
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Martial Melee Weapons
Stun Blade
Martial Melee Weapons
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
Stun Blade |
Rare |
1d6 slashing |
3 lb. |
Finesse, light, special
|
|
Stun blades are built on the base of a standard shortsword, but have capacitors and a battery built into the handle that can be discharged with the push of a button. On a hit with this weapon, you may release a burst of electricity, dealing 2d6 lightning damage instead of or in addition to this weapon's normal damage. If this reduces a creature to 0 hit points and you do not deal this weapon's normal damage, the target drops to 1 hit point instead and falls unconscious for 1 hour. After doing so, you can not do so again until the end of your next turn.
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HF Machete
Martial Melee Weapons
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
HF Machete |
Rare |
2d6 slashing |
3 lb. |
Finesse, light
|
|
A low-cost high-frequency weapon, HF machetes were used by multiple cyborg PMCs in the late 2010s.
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HF Blade
Martial Melee Weapons
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
HF Blade |
Very Rare |
2d8 slashing |
3 lb. |
Finesse
|
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The standard setter among high-frequency weapon, full-sized HF blades are an expensive option, but are well worth it in the hands of a skilled cyborg.
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HF Longsword
Martial Melee Weapons
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
HF Longsword |
Very Rare |
2d10 slashing |
3 lb. |
|
|
High-frequency longswords are longer and heavier than typical HF weaponry, making each strike even more devastating, but harder to control.
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HF Armor Breaker
Martial Melee Weapons
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
HF Armor Breaker |
Legendary |
1d6 slashing |
3 lb. |
Finesse, light, special
|
|
A prototype high-frequency weapon, an armor breaker is able to control is occelation to minimize the impacts of enemy armor. On a hit with this weapon, the target's damage threshold is reduced by 2, though they may lose this reduction at the end of a long rest.
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Martial Ranged Weapons
Bolt Action Rifle
Martial Ranged Weapons
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
Bolt Action Rifle |
Uncommon |
3d6 piercing |
8 lb. |
Ammunition (range 120/1200), long reload (5 shots), loading, two-handed
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The primary weapon of most militaries during the early World Wars era, bolt action rifles boast the first full-power cartridges ever developed, capable of tearing through infantry armor and covering entire battlefields in the hands of skilled marksmen. However, their cumbersome manual cycling and the advancement of technology eventually resulted in the modern automatic rifle, leading to these weapons mostly being used by hunters.
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Battle Rifle
Martial Ranged Weapons
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
Battle Rifle |
Rare |
3d6 piercing |
8 lb. |
Ammunition (range 120/1200), long reload (20 shots), two-handed
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An updated, semi-automatic variant to the now-outdated bolt action rifle, battle rifles are a direct upgrade, but cost significantly more to produce, and therefore buy.
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Submachine Gun
Martial Ranged Weapons
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
Submachine Gun |
Uncommon |
2d4 piercing |
6 lb. |
Ammunition (range 60/600), reload (8 shots), spread (1d4)
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|
Using pistol rounds, a submachine gun is able to fire a large number of rounds in a relatively short amount of time.
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Automatic Shotgun
Martial Ranged Weapons
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
Automatic Shotgun |
Unommon |
1d4 piercing |
7 lb. |
Ammunition (range 30/300), reload (10 shots), spread (2d4), two-handed
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Shotguns fire a large spread of small, relatively low velocity projectiles with a single shot. While most shotguns are largely civilian, automatic variants are typically significantly harder to obtain.
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Automatic Rifle
Martial Ranged Weapons
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
Automatic Rifle |
Rare |
2d8 piercing |
6 lb. |
Ammunition (range 60/600), reload (10 shots), spread (1d4)
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Using low-power rifle rounds, automatic rifles have become the most effective way to deal large amounts of damage capable of overcoming armor.
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Machine Gun
Martial Ranged Weapons
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
Machine Gun |
Very Rare |
3d6 piercing |
65 lb. |
Ammunition (range 60/600), long reload (10 shots), spread (1d4), stabilizing
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This massive firearm spits out a barrage of full-size cartridges. Newer models use multiple rotary barrels to keep from overheating.
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Rocket Launcher
Martial Ranged Weapons
Weapon
|
Cost
|
Damage
|
Weight
|
Properties
|
Rocket Launcher |
Legendary |
— |
24 lb. |
Ammunition (range 60/600), long reload (1 shot), heavy, loading, special, two-handed, stabilizing
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Rocket launchers are military devices primarily used to destroy buildings and vehicles in a single shot using a self-propelled explosive projectile. Each creature within 30 feet of where you fire this weapon at must make a DC 15 Dexterity saving throw or take 10d6 bludgeoning damage. On a successful save, a creature takes half damage.
- Siege Weapon
A rocket launcher deals double damage against objects and structures.
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Grenades
Other Weapons
Ammunition
- Pistol Rounds (10)
Cost: Common
Weight: 1 lb.
These rounds can be loaded into handguns, revolvers, submachine guns, and ballistic knives.
- Pistol Rounds (10)
Cost: Uncommon
Weight: 1 lb.
These rounds can be loaded into heavy handguns.
- Shotgun Shells (10)
Cost: Common
Weight: 1 lb.
These rounds can be loaded into pump action shotguns and double-barrel shotguns.
- Automatic Rifle Rounds (10)
Cost: Common
Weight: 1 lb.
These rounds can be loaded into automatic rifles.
- Rifle Rounds (10)
Cost: Uncommon
Weight: 1 lb.
These rounds can be loaded into bolt action rifles, battle rifles, and machine guns.
- Explosive Rocket
Cost: Rare
Weight: 1 lb.
This round can be loaded into a rocket launcher.
- Rail Gun Round
Cost: Legendary
Weight: 1 lb.
This round can be loaded into a rail gun.
Special Ammunition Types
The following can be applied to any firearm's ammunition, and increase the ammunition's rarity by its own rarity (i.e. Common special pistol rounds are Uncommon, Rare special pistol rounds are Very Rare, Legendary special rocket rounds are Special Legendary).
Armor
Light Armor
- Camouflage Fatigues: Light Armor
While these clothes bear no armor, their camouflage pattern makes the wearer difficult to stop in a variety environments. Choose one type of camouflage: arctic, coast, desert, forest, grassland, mountain, swamp, outdoor manmade, or indoor manmade. While wearing fatigues, you gain advantage on Stealth checks while in the chosen terrain.
- Padded Armor: Light Armor
Ranging anywhere from a gambeson, to hardened leather, to a weaker defensive vest, an extra layer of padding can reliably stop a dagger or grazed bullet, but not much else. This armor has a damage threshold of 5.
- Chain Shirt: Light Armor
A chain shirt grants significantly more protection than cloth padding using a simple, cheap combination of chain rings. In modern armor, it is typically compressed in a vest, dispersing force and reducing penetration from attacks, while historically it was worn loose beneath clothing. This armor has a damage threshold of 7.
- Breastplate: Light Armor
A thick piece of metal or ceramic shaped to the wearer's chest, a breastplate can typically deflect most direct blows from edged weapons and smaller calibers. This armor has a damage threshold of 10.
Medium Armor
- Hide Armor: Medium Armor
Hide armor is similar to padded armor, with the difference bein the replacement of simple cloth with hardened leather, making it significantly more protecting and heavier than padded armor. This armor has a damage threshold of 7.
- Chain Armor: Medium Armor
Unlike a simple chain shirt, chain mail covers the wearer's entire body, but weighs significantly more. This armor has a damage threshold of 10.
- Half Plate: Medium Armor
With plates of metal or ceramic covering most of the wearer's body, half plate significantly lowers the chance for injury. This armor has a damage threshold of 12.
Heavy Armor
- Woven Metal: Heavy Armor
Woven metal armor consists of strips of metal woven together with hardened leather, making it significantly lighter that other heavy armor, but heavier than any light armor. This armor has a damage threshold of 10.
- Splint Armor: Heavy Armor
Rather than rings, splint armor is constructed of metal strips riveted to much lighter armor, allowing nearly any armor to feasibly deflect bullets. This armor has a damage threshold of 14.
- Plate Armor: Heavy Armor
With plates covering the wearer's entire body, injury from anything but rifle rounds becomes highly unlikely, as does the wearer dodging such an attack. This armor has a damage threshold of 15.
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