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CHAPTER X: EQUIPMENT

E quipment is of paramount concern to anyone


operating in the line of fire, as it often can be the
difference between life and death. Whether it be a
tool to fix a particular problem, armour designed for
HEAVY COAT
A thick coat designed for cold weather can provide some
undercover work, or just a big gun, having the right small degree of protection when worn, but isn't exactly an
equipment on hand can boost anyone's confidence. This advanced defencive solution.
chapter details all of the items and merchandise that are
most useful when facing the threats of a modern world. LEATHER JACKET
This armour is represented by a heavy leather biker’s jacket.
ARMOUR A number of other impromptu armours, such as a football
pads and a baseball catcher’s pads, offer similar protection
Body armour comes in a variety of shapes and sizes, and game statistics.
providing varying degrees of coverage and varying
heaviness of materials. KEVLAR-LINED COAT
A favourite of the paranoid civilian everywhere, this type of
CONCEALABILITY coat offers significantly more protection than a standard
Several forms of modern armour are designed such that
garment, being lined with more resilient materials.
they can be concealed if necessary. Unlike small objects,
there is very little a character can do in the moment to hide
LIGHT UNDERCOVER SHIRT
armour they are wearing. As such, the DC to notice worn
Designed for deep undercover work in which it’s critical that
armour is static and unaffected by the ability scores of
the wearer not appear to be armed or armoured, this
whoever is wearing the armour.
garment consists of a T-shirt with a band of light protective
Noticing concealed armour is done with a Wisdom
material sewn in around the lower torso.
(Perception) check. The DC of this check is dependent on
the type of armour, and is shown in the "Perception DC"
PULL-UP POUCH VEST
column of the armour table. If an armour type does not have
a listed DC, it is always considered noticed by anyone seeing This garment, consisting of a torso apron of light protective
the character wearing it. material held up by a loop around the neck, can be stored in
an innocuous fanny pack. Wear it around your waist, and
LIGHT ARMOUR you’ll attract little attention. Then, when the bullets begin to
For the character who doesn’t want to be bogged down by fly, simply unzip the pouch and pull the apron up and over
more cumbersome armour types, a leather garment or your neck. Deploying the apron is an environmental
some sort of concealable armour is just the ticket. interaction. This garment provides no AC bonus when
undeployed.

ARMOUR
ARMOUR VALUE ARMOUR CLASS (AC) STRENGTH STEALTH PERCEPTION DC WEIGHT

Light Armour
  Heavy Coat 8 11 + Dex modifier — Disadvantage — 6 lb.
  Leather Jacket 10 11 + Dex modifier — — — 4 lb.
  Kevlar-Lined Coat 12 12 + Dex modifier — Disadvantage — 6 lb.
  Light Undercover Shirt 13 11 + Dex modifier — — 24 2 lb.
  Pull-Up Pouch Vest 14 12 + Dex modifier — — Special 2 lb.
  Undercover Vest 15 13 + Dex modifier — — 18 3 lb.
Medium Armour
  Concealable Vest 16 14 + Dex modifier (max 2) — — 16 4 lb.
  Light-Duty Vest 17 15 + Dex modifier (max 2) — — — 8 lb.
  Tactical Vest 18 16 + Dex modifier (max 2) Str 13 Disadvantage — 10 lb.
Heavy Armour
  Special Response Vest 18 15 Str 13 Disadvantage — 15 lb.
  Land Warrior Armour 19 17 Str 13 Disadvantage — 10 lb.
  Forced Entry Unit 20 18 Str 15 Disadvantage — 20 lb.
Shields
  Riot Shield 12 +2 — — — 6 lb.
  Ballistic Shield 18 +3 Str 15 Disadvantage — 16 lb.

1
Special. While undeployed, characters automatically fail RIOT SHIELD BALLISTIC SHIELD
Perception checks to notice this garment (though at the
Ideal for forming a barricade and protecting against thrown A large, thick shield of steel, these are what you grab when
GM's discretion they may notice the pouch, and intuit what
items, riot shields are usually constructed from clear you need to stop a bullet. Ballistic shields often come with a
it contains). While deployed, the armour is not considered
reinforced plastic. They won't often stand up to more intense small viewport in the top half.
concealable.
impacts such as bullets, usually cracking or bending when
subjected to extreme forces. OPTIONAL RULE:
MEDIUM ARMOUR
Most medium armour is not terribly heavy, but nonetheless DAMAGE REDUCTION
provides a significant amount of protection - at the expense You may allow armour to reduce the damage of incoming
of some agility. attacks in your game. If you do so, consult the following table
for how much each armour reduces certain damage types:
CONCEALABLE VEST ARMOUR BLUDGEONING PIERCING SLASHING
Standard issue in many police forces, this vest provides
maximum protection in a garment that can be worn all day Light Armour
long under regular clothing. While it may go unnoticed by a   Heavy Coat 0 0 0
quick glance, it is usually visible to anyone looking closely for   Leather Jacket 0 0 2
it.
  Kevlar-Lined Coat 0 2 2
LIGHT-DUTY VEST   Light Undercover Shirt 0 2 0
A lightweight tactical vest designed for extended use by riot   Pull-Up Pouch Vest 0 2 2
police and forces on alert for potential attack, this armour   Undercover Vest 0 2 2
sacrifices a degree of protection for a modicum of comfort -
at least compared to other tactical body armours. Medium Armour
  Concealable Vest 2 3 2
TACTICAL VEST   Light-Duty Vest 2 3 3
The standard body armour for police tactical units, this vest
  Tactical Vest 2 5 3
provides full-torso protection in the toughest flexible
protective materials available. Heavy Armour
  Special Response Vest 3 5 3
HEAVY ARMOUR   Land Warrior Armour 5 5 5
For the best protection money can buy, go with heavy
armour - putting a thick, solid barrier between you and the   Forced Entry Unit 7 7 7
bullets is certainly an effective means of defence. Shields
  Riot Shield 2 2 2
SPECIAL RESPONSE VEST
  Ballistic Shield 5 5 5
Built like the tactical vest, but incorporating groin and neck
protection as well as a ceramic plate over the chest, this
armour provides additional protection in battles against
heavily armed opponents.

LAND WARRIOR ARMOUR


The standard in warzone protection, this armour
incorporates additional plating on the arms and legs in
comparison to a special response vest.

FORCED ENTRY UNIT


The most powerful protection available is built into this suit,
which consists of a heavy torso jacket with ceramic plates
over the chest and back, neck and groin guards, arm
protection, and a helmet. Heavy and cumbersome, this
armour is generally only donned by tactical officers heading
into a dangerous assault.

SHIELDS
While they have fallen out of popularity somewhat in
modern times - due to the popularity of two-handed
firearms and the need for a free hand - shields do still have
their uses in certain situations.

2
normal range, you have disadvantage on the attack roll. You
WEAPONS can’t attack a target beyond the weapon’s long range.
Reach. This weapon adds 5 feet to your reach when you
NOISE attack with it, as well as when determining your reach for
opportunity attacks with it.
Unlike most melee or historical ranged weapons, guns
Reload. You can fire a limited number of shots with this
create a lot of noise when they are fired. Unless a firearm (a
weapon before you need to reload. How the weapon is
ranged weapon using bullets as ammunition) has the
reloaded depends on the type of magazine it uses to store
Suppressed. property, shots from the weapon can be heard
ammunition. Reloading firearms come in three basic types:
100 feet away. Weapons that do not use bullets as
box, internal, and linked.
ammunition (such as dart guns, tasers, compound bows,
and heavy crossbows) don't generate any excessive noise Box: A box magazine is any type of magazine that can be
when used unless otherwise stated. removed and reloaded separately from the weapon.
Internal: Some weapons keep their ammunition in an
WEAPON PROPERTIES internal space, which must be loaded by hand. This is the
case with most shotguns, as well as some rifles. This
Many weapons have special properties related to their use, category includes the cylinder of a revolver.
as shown in the Weapons table. Linked: Some machine guns use linked ammunition. The
Ammunition. You can use a weapon that has the bullets are chained together with small metal clips, forming
ammunition property to make a ranged attack only if you a belt. Typically, a belt holds 50 bullets; any number of belts
have ammunition to fire from the weapon. The ammunition can be clipped together. In military units, as the gunner fires,
of a firearm is destroyed upon use. Other ammunition, such an assistant clips new ammunition belts together, keeping
as arrows and crossbow bolts may be recovered. At the end the weapon fed.
of the battle, you can recover half of your recoverable Reloading a weapon or magazine is an action or a bonus
ammunition by taking a minute searching the battlefield. action (the character's choice). This includes reloading
If you use a weapon that has the ammunition property to individual bullets, reloading a magazine, reloading using a
make a melee attack, you treat the weapon as an speedloader, and loading or linking an ammunition belt.
improvised weapon. However, when reloading individual bullets by hand, a
Archaic. See "Historic Weapons". maximum of 4 can be reloaded during a reload action.
Braced. A weapon that has the braced property is Special. Some weapons have effects that are specific to
designed to be fired only when braced on a bipod, or a hard, them. These will be noted in the descriptions below the
stationary surface, such as a low wall. Bracing the weapon table.
requires an action or a bonus action (the character’s choice). Spray. A weapon that has the spray property uses two
If the character moves after bracing the weapon, or drops pieces of ammunition for each attack made. If only one
the weapon, the weapon is no longer considered to be piece of ammunition is available for an attack, the damage
braced. While a weapon with this property is not braced, the weapon deals is halved.
attack rolls with it are made at disadvantage. Spread. When attacking a target within this weapon's
Burst Fire. A weapon that has the burst fire property can normal range, roll an additional damage die and add it to
make a normal single-target attack, or it can spray a 10-foot- the weapon’s damage. When fired at long range, you may
cube area within range that you can see with shots. Each apply the attack roll to an additional creature within 5 feet of
creature in the area must succeed on a Dexterity saving the target. Roll damage against the secondary target
throw or take the weapon's normal damage. The DC equals separately.
8 + your Dexterity modifier + your proficiency bonus if Thrown. If a weapon has the thrown property, you can
proficient. This action uses ten pieces of ammunition. throw the weapon to make a ranged attack. If the weapon is
Targets within the long range of the weapon make this a melee weapon, you use the same ability modifier for that
saving throw with advantage. Creatures and objects which attack roll and damage roll that you would use for a melee
are larger than the targeted area automatically fail this attack with the weapon. For example, if you throw a hatchet,
saving throw. you use your Strength, but if you throw a hunting knife, you
Covert. You have advantage on Dexterity (Sleight on can use either your Strength or your Dexterity, since the
Hands) checks to conceal this weapon. hunting knife has the finesse property.
Finesse. When making an attack with a finesse weapon, Two-Handed. This weapon requires two hands when you
you can use your choice of your Strength or Dexterity Attack with it.
modifier for the attack and damage rolls. You must use the Versatile. This weapon can be used with one or two
same modifier for both rolls. hands. A damage value in parentheses appears with the
Heavy. Small creatures have disadvantage on attack rolls property - the damage when the weapon is used with two
with heavy weapons. A heavy weapon’s size and bulk make hands to make an attack.
it too large for a Small creature to use effectively.
Light. A light weapon is small and easy to handle, making
it ideal for use when fighting with two weapons. See the
rules for two-weapon fighting in the Player's Handbook.
Range. A weapon that can be used to make a ranged
attack has a range in parentheses after the ammunition or
thrown property. The range lists two numbers. The first is
the weapon’s normal range in feet, and the second indicates
the weapon’s long range. When attacking a target beyond

3
WEAPONS
WEAPON VALUE DAMAGE WEIGHT PROPERTIES

Simple Melee Weapons
  Baton 7 1d6 bludgeoning 2 lb. Light
  Brass Knuckles 5 1d4 bludgeoning 1 lb. Light, covert
  Cleaver 5 1d4 slashing 2 lb. Light
  Extendable Baton 8 1d6 bludgeoning 2 lb. Light, covert
  Hatchet 6 1d6 slashing 2 lb. Light, thrown (range 20/60)
  Hammer 5 1d4 bludgeoning 2 lb. Light, thrown (range 20/60)
  Hunting Knife 6 1d4 piercing 2 lb. Finesse, light, thrown (range 20/60)
  Machete 6 1d8 slashing 3 lb. Finesse, light
  Pocket Knife 5 1d4 piercing 1 lb. Covert, finesse, light
  Sap 5 1d4 bludgeoning 1 lb. Light, finesse
1d6 bludgeoning
  Stun Baton 9 2 lb. Light, special
+ 1d4 lightning
  Stun Gun 7 1d4 lightning 1 lb. Light, special
  Tonfa 8 1d6 bludgeoning 2 lb. Light, finesse, special
Simple Ranged Weapons
  Autoloader 17 2d6 piercing 3 lb. Ammunition (range 50/150), reload (15 box), light
  Carbine 19 2d6 piercing 6 lb. Ammunition (range 80/320), reload (20 box), versatile (2d8)
  Dart Gun 6 1 piercing 2 lb. Ammunition (range 40/120), reload (1 internal), covert
  Double-Barreled Shotgun 20 2d8 piercing 7 lb. Ammunition (range 30/90), reload (2 internal), spread
  Flamethrower 20 3d6 fire 20 lb. Ammunition, reload (tank), two-handed, special
  Holdout Pistol 15 2d4 piercing 2 lb. Ammunition (range 30/90), reload (1 internal), light, covert
  Hunting Rifle 18 2d10 piercing 8 lb. Ammunition (range 180/540), reload (5 box), two-handed
  Machine Pistol 20 3d6 piercing 3 lb. Ammunition (range 50/150), reload (20 box), spray, burst fire, light
  Revolver 7 2d6 piercing 2 lb. Ammunition (range 50/150), reload (6 internal)
  Sawed-Off Shotgun 19 2d8 piercing 4 lb. Ammunition (range 20/60), reload (2 internal), spread
  Taser 9 1d4 lightning 2 lb. Ammunition (range 15/30), reload (1 internal), special
Martial Melee Weapons
  Chain 4 1d8 bludgeoning 6 lb. Two-handed, reach
  Chainsaw 10 3d6 slashing 10 lb. Two-handed, heavy, special
  Sledgehammer 6 2d6 bludgeoning 9 lb. Heavy, two-handed
  Sword Cane 9 1d8 slashing 3 lb. Finesse, special
  Whip 7 1d4 slashing 3 lb. Finesse, reach
Martial Ranged Weapons
  Anti-Material Sniper Rifle 23 2d12 piercing 20 lb. Ammunition (range 200/1000), reload (5 box), braced, two-handed
  Anti-Personnel Sniper Rifle 22 2d10 piercing 15 lb. Ammunition (range 180/900), reload (8 box), two-handed
  Assault Rifle 21 3d8 piercing 10 lb. Ammunition (range 80/320), reload (30 box), spray, burst fire, two-handed
  Auto Carbine 20 3d6 piercing 6 lb. Ammunition (range 80/320), reload (20 box), spray, burst fire, versatile (3d8)
  Compound Bow 10 1d10 piercing 5 lb. Ammunition (range 150/600), heavy, two-handed
Ammunition (range 100/400), reload (linked), spray, burst fire, two-handed,
  Heavy Machine Gun 25 3d12 piercing 30 lb.
braced, special
  Hunting Crossbow 11 1d12 piercing 10 lb. Ammunition (range 100/400), heavy, reload (1 internal), two-handed
  High-Caliber Autoloader 18 2d8 piercing 4 lb. Ammunition (range 80/320), reload (9 box)
  High-Caliber Revolver 13 2d8 piercing 4 lb. Ammunition (range 80/320), reload (6 internal)
  Light Machine Gun 23 3d10 piercing 20 lb. Ammunition (range 80/320), reload (linked), spray, burst fire, braced, two-handed
  Pump-Action Shotgun 18 2d10 piercing 7 lb. Ammunition (range 30/90), reload (8 internal), spread, two-handed
  Semi-Automatic Shotgun 19 3d8 piercing 8 lb. Ammunition (range 30/90), reload (8 internal), spray, spread, two-handed
  Submachine Gun 20 3d6 piercing 6 lb. Ammunition (range 80/320), reload (30 box), spray, burst fire, two-handed

4
a purchase value of 13.
ARCHAIC WEAPONS Taser. A taser uses springs or compressed air to fire a pair
Weapons which were used historically, but have fallen out of
of darts at a target. On impact, the darts release a powerful
popular use, are considered Archaic. The majority of the
electrical current. A creature hit with a taser must make a
weapons found in the Player's Handbook are considered
Constitution saving throw (DC 15) or be incapacitated. At the
Archaic. A character is not assumed to be proficient in an
end of each of its turns, the target can make another
Archaic weapon, even if they are proficient in the category
Constitution saving throw. On a success, the effect ends on
that the weapon falls under.
the target.
For example, Sadie has taken the Soldier advanced class,
Chainsaw. Military and police units use powered saws to
so she is proficient in "all weapons". However, it is down to
cut through fences and open doors rapidly. They are
the GM to decide whether she is proficient with a well-
sometimes pressed into service as weapons, often by people
preserved longsword that she finds while exploring some
who watch too many movies. A chainsaw must be running
old ruins. This decision should usually be based on whether
to be used as a weapon, otherwise it simply counts as an
the character has particular experience with another
improvised weapon. Starting a chainsaw is an action. If you
weapon similar to the Archaic weapon, or whether the
roll a natural 1 on an attack roll with a chainsaw, it stalls.
character has specific knowledge of historic armaments. In
Sadie's case, she hasn't really spent any time around historic Sword Cane. This is a lightweight, concealed sword that
weapons, but she has displayed a particular knack with a hides its blade in the shaft of a walking stick or umbrella.
machete in the past, so the GM decides she is proficient in Because of this special construction, the sword component
the longsword. considered to be concealed when sheathed; it is noticed
only with a Wisdom (Perception) or Intelligence
SILVERED WEAPONS (Investigation) check (DC 20).
You can have a weapon silvered by visiting an appropriate Heavy Machine Gun. The recoil of this weapon is far too
labourer. The Value of such a service is 10. Silvered large to be reasonably wielded without support, and should
ammunition is covered under "Special Ammunition" later in only be used when properly steadied. In addition to
this chapter. Silvered weapons follow the same rules imposing disadvantage on attack rolls, anyone attacking
detailed in chapter 5 of the Player's Handbook. with this weapon when it is not braced must make a DC 20
Strength saving throw or be knocked prone.
SPECIAL WEAPONS
Weapons with special rules are described here. AMMUNITION
Stun Baton. A stun gun has 5 charges. When you hit a The weight and cost of bullets is determined by the damage
creature with a stun gun, you can choose to expend one die of the weapon it is used for. Shotgun shells are a little
charge. When you do so, the target must make a heavier; use the weight value for bullets with the next up
Constitution saving throw (DC 10) or be incapacitated. At the damage die. Purchase values are for 50 rounds.
end of each of its turns, the target can make another
Constitution saving throw. On a success, the effect ends on BULLETS
the target. DAMAGE
The stun baton can be recharged to 5 charges using a DIE VALUE
WEIGHT
10 20
PER
30
NUMBER
40
OF ROUNDS:
50 100
battery.
d4 3 1/2 lb. 1/2 lb. 1/2 lb. 1/2 lb. 1 lb. 1 1/2 lb.
Stun Gun. A stun gun has 5 charges. To attack with a stun
gun, you must expend one charge. A creature hit with a stun d6 3 1/2 lb. 1/2 lb. 1/2 lb. 1 lb. 1 lb. 2 lb.
gun must make a Constitution saving throw (DC 10) or be d8 4 1/2 lb. 1/2 lb. 1/2 lb. 1 lb. 1 lb. 2 lb.
incapacitated. At the end of each of its turns, the target can d10 5 1/2 lb. 1 lb. 1 lb. 1 1/2 lb. 1 1/2 lb. 3 lb
make another Constitution saving throw. On a success, the
d12 6 1 lb. 2 lb. 3 lb. 4 lb. 5 lb. 10 lb
effect ends on the target.
The stun gun can be recharged to 5 charges using a
battery.
Tonfa. While wielding a tonfa in each hand, you have a +1 OTHER AMMUNITION
bonus to AC.
AMMUNITION VALUE WEIGHT
Flamethrower. A flamethrower consists of a pressurized
tank containing fuel, connected to a tube with a nozzle. Arrows (20) 7 1 lb.
When you attack with a flamethrower, it shoots a 5-foot- CO2 Darts (16) 8 1 lb.
wide, 30-foot-long line of flame. Crossbow Bolts (20) 6 1 1/2 lb.
Any creature caught in this area must make a Dexterity
Taser Cartridges (4) 8 1/2 lb.
saving throw, taking 3d6 fire damage on a failed save, or half
as much on a successful one. The DC equals 8 + your Flamethrower Tank 8 2 lb.
Dexterity modifier + your proficiency bonus if proficient.
Any creature or flammable object that takes damage
from a flamethrower catches on fire, taking 1d6 points of fire
damage at the start of each of their turns. A creature can
end this damage by using its action to make a DC 10
Dexterity check to extinguish the flames.
A single gasoline tank provides a flamethrower with
enough fuel for 10 shots before it must be reloaded.
Refilling or replacing a fuel pack requires 1 minute and has

5
CREDITS
Document and contents by Dylan Richards (Reddit:
u/Altavus , Tumblr: decision-paralysis, Blogger: Decision
Paralysis)

SOURCE MATERIAL
"d20 Modern" role-playing game by Wizards of the Coast.
Built heavily upon "d20 Modern 5e Conversion" by Edward
Wilson.
THIS DOCUMENT WAS LOVINGLY
CREATED USING GM BINDER.

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