The mini-gatling deals 2d4, have a range of 70/280, ammo 60 and may fire auto twice per turn. Both prevent you from moving when reloading. Both have a mean recoil (minimum 14 Strength for light ones, 18 for heavy ones) and may fire twice in auto per turn. Both have stopping power, which means you may reroll one damage die, keeping the result. Heavy machine guns inflict 2d8 damage, have 100 ammo, two-handed and heavy and a range of 200/800. Light machine guns deal 2d6, have 100 ammo, range 150/600 and are two-handed. They have ammo 30 and a range of 100/400 as well as a base damage of 2d4. We begin with a total of 5 different mundane guns, which serve as the mechanical framework: On the lowest end, submachine guns are the only gun herein that may fire single shots. Machine guns are classified as martial ranged weapons, just fyi. Bullets cannot be recovered after being fired, unlike other pieces of ammunition. crossbow bolts or arrows (1 gp net you 20 of those, in case you need a direct comparison). – the least expensive bullets, for 9mm-guns, costs 20 gp per 50 bullets, which renders this ammunition significantly more expensive than e.g. The pricing for the ammo is pretty pricey, btw. Auto also can jam the weapon on a 1-3.Īdditionally, every weapon has an ammo score, which denotes the number of pieces of ammo it can hold before requiring reloading, which consumes an action. Auto fire consumes 10 rounds of ammo and most weapons cannot perform more than one such shot, even if you otherwise would be capable of attacking multiple times. Saves in 5e are pretty swingy and advantage somewhat alleviates this. Creatures beyond the normal range have advantage on the save, which mathematically and logic-wise makes sense. cube within long range: Every creature in the area must succeed a Dexterity saving throw (DC 8+ your Dexterity modifier, + proficiency bonus, if any) or suffer the weapon’s damage on a failed save, none on a successful save. Finally, there would be full auto fire, which allows you to target a single 10-ft. This increased power, however, also means that the weapon can jam on a 1-2. A burst of fire consumes 3 rounds of ammo, but adds +1 damage die to the damage output of the weapon – 2d6 become 3d6, for example. Guns as portrayed here have a rate of fire – a single shot is just that. This pdf depicting rifles for 5e clocks in at 12 pages, 1 page front cover, 1 page foreword/editorial, 1 page SRD, leaving us with 9 pages of content, so let’s take a look!Īfter a brief introduction, we are introduced to the general gun rules herein: Basically, on a natural 1 on an attack roll, a weapon jams and can’t be used until you spend an action to clear it. Mortars & Miniguns: Zane’s Guide to Machine Guns (5e) Traps, Haunts, Hazards and all the rest.
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