======Firearms and Beam Weapons====== Arcydea includes various firearms and beam weapons that are not commonly found within other fantasy/medieval realms. From gnomish contrivances that barely fire a projectile to powerful lasers that blast through solid rock, these weapons can radically change the threat level of a combat. The weapons table shows the most common firearms and beam weapons available for use in Arcydea, their price and weight, the damage they deal when they hit, and any special properties they may have. All weapons in this category are considered ranged, used to attack targets at a distance. =====Weapon Proficiency===== Your race, class, and feats can grant you proficiency with certain weapons or categories of weapons. The two main categories are simple and martial. Most people can use simple weapons with proficiency. These weapons include pistols, shotguns, and hunting rifles often found in the hands of commoners. Martial Weapons, including assault rifles, submachine guns, machine guns, and heavy beam weapons require more specialized training to use effectively. Most warriors use martial weapons because these weapons put their fighting style and training to best use. Proficiency with a weapon allows you to add your Proficiency Bonus to the Attack roll for any Attack you make with that weapon. If you make an Attack roll using a weapon with which you lack proficiency, you do not add your Proficiency Bonus to the Attack roll. =====Weapon Properties===== Many weapons have special properties related to their use, as shown in the weapons table. Others may be found with additional properties that are unique to them. See [[:arcydea:equipment:weapons:start#weapon_properties|the Weapon Properties]] page for the full list. =====Firearms and Beam Weapons Table===== ====Modern Weapons==== ^ Name ^ Cost ^ Damage ^ Weight ^ Properties ^ | Simple Ranged Weapons | | Dart gun | 150 gp | Special | 3 lb. | Ammunition (range 40/120), reload 1 | This air-dart gun fires a needle via an air compressor. The needle itself inflicts no damage, but it can deliver an injection with any poison to the target. Each dart cost 5 sp, and a vial of poison can coat three darts. You can read more about poisons in the chapter 8 of the Dungeon Master's Guide. | | Pistol, light | 200 gp | 2d6 piercing | 3 lb. | Ammunition (range 60/180), light, reload 12 | | Pistol, pocket | 250 gp | 2d4 piercing | 1 lb. | Ammunition (range 20/60), covert, light, reload 7 | | Revolver | 250 gp | 2d8 piercing | 2 lb. | Ammunition (range 50/150), reload 6 | Since the character must insert every bullet one by one, reloading this weapon takes an action. | | Rifle, hunting | 500 gp | 2d10 piercing | 8 lb. | Ammunition (range 180/540), reload 1, two-handed | | Shotgun, double-barrel | 500 gp | 2d8 piercing | 7 lb. | Ammunition (range 30/90), CQB, reload 2, two-handed | | Taser gun | 100 gp | Special | 2 lb. | Ammunition (range 15/35), special | A creature hit by a Taser takes 1d4 lightning damage and it must make a Constitution saving throw (DC 15) or be paralyzed until the start of your next turn. You can use your action in the following turns to deal 1d4 lightning damage and maintain the target paralyzed for up to 4 turns. The Taser must be recharged using one battery after five shots. | | Martial Ranged Weapons | | Grenade launcher | 750 gp | Special | 12 lb. | Ammunition (range 40/120), heavy, reload 6, two-handed | This weapon allows you to propel a fragmentation, smoke or tear gas grenade up to 120 feet away. You can target a creature instead using a grenade launcher. On a hit you deal 1d6 bludgeoning damage to that creature, and then the grenade effect occurs. | | Light machinegun | 750 gp | 2d10 piercing | 20 lb. | Ammunition (range 100/300), autofire, heavy, reload 120, two-handed | | Machine pistol | 350 gp | 2d6 piercing | 3 lb. | Ammunition (range 60/180), burst fire, light, reload 20 | | Pistol, heavy | 300 gp | 2d8 piercing | 3 lb. | Ammunition (range 60/180), reload 7 | | Rifle, sniper | 650 gp | 2d10 piercing | 8 lb. | Ammunition (range 180/540), reload 8, two-handed | | Rifle, assault | 600 gp | 2d8 piercing | 8 lb. | Ammunition (range 100/300), burst fire, reload 30, two-handed | | Shotgun, tactical | 550 gp | 2d8 piercing | 7 lb. | Ammunition (range 30/90), CQB, reload 6, two-handed | | Submachine gun | 500 gp | 2d8 piercing | 6 lb. | Ammunition (range 80/240), burst fire, reload 30, two-handed | ==== Generic Firearm Components ==== * Materials: * Steel -> Standard * Aluminum -> Halve weight, lower durability * Mithril -> Halve weight, increase durability * Adamantine -> Maximum durability ===Chamber=== ^ Component ^ Metal Scraps ^ Hours ^ Checks ^ DC ^ Effects ^ | .22/.25/.32 | 4 | 2 | 1 | 12 | 2d4, base weight 1 lb, base range 30/90 | | .38/9mm | 6 | 4 | 2 | 13 | 2d6, base weight 1.5 lb, base range 60/180 | | .45/10mm | 8 | 4 | 2 | 14 | 2d8, base weight 2.5 lb, base range 80/240 | | .50/5.56mm rifle | 10 | 4 | 2 | 15 | 2d10, base weight 4 lb, base range 100/300 | | .75/7.62mm rifle | 12 | 6 | 3 | 16 | 2d12, base weight 6 lb, base range 120/360 | | 12g Shotgun | 12 | 2 | 1 | 12 | 2d12 slug/4xd8 shot, CQB, base weight 7 lb, base range 30/90 | | 410 Shotgun | 10 | 2 | 1 | 12 | 2d10 slug/4xd6 shot, CQB, base weight 5 lb, base range 30/90 | ===Weapon Base=== * Pistol: No required components. * Shotgun: Shotgun chamber, stock recommended. * SMG: Requires automatic receiver, allows Burst Fire options * Rifle: Requires a stock * Assault Rifle: Auto receiver and stock ===Receiver=== ^ Component ^ Metal Scraps ^ Hours ^ Checks ^ DC ^ Effects ^ | Standard | 4 | 2 | 1 | 12 | Normal weight/dmg | | Light Frame | 3 | 2 | 1 | 10 | -0.5 lb, -1 dmg | | Heavy Frame | 6 | 2 | 1 | 12 | +0.5 lb, +1 dmg | | Calibrated | 6 | 4 | 2 | 13 | +0.5 lb, Increased critical dmg (+1d) | | Hardened | 8 | 4 | 2 | 13 | +0.5 lb, +2 dmg | | Automatic | 8 | 8 | 4 | 14 | +1 lb, Fully automatic weapon (can Burst Fire), -1 dmg, -10ft min range/-30ft max range | | Armor Piercing Automatic | 10 | 8 | 4 | 15 | +1 lb, Automatic, Armor Piercing 2, -1 dmg, -10ft min range/-30ft max range | | Hair Trigger | 6 | 4 | 2 | 12 | Better RoF (initiative bonus +2) | | Powerful | 10 | 4 | 2 | 14 | +1 lb, +4 dmg | | Hardened Automatic | 12 | 8 | 4 | 15 | +1 lb, Automatic, -1 dmg, -5ft/-20ft range | | Rapid Automatic | 15 | 8 | 4 | 16 | +1.5 lb, Faster RoF (init bonus +2), automatic, -1 dmg, -10ft/-30ft | | Calibrated Powerful | 15 | 4 | 2 | 16 | +1.5 lb, +4 dmg, better crit damage (+1d) | | Hardened Piercing Auto | 15 | 8 | 4 | 16 | +1.5 lb Improved RoF (init+2)/Armor Piercing 4, -1 dmg, -5/20ft range | | Advanced | 16 | 4 | 2 | 18 | +1 lb, Better RoF (init bonus +4), +4 dmg. | | Powerful Automatic | 20 | 8 | 4 | 18 | +1.5 lb, Automatic, +4 init/+4 dmg, -5 ft/20ft range. | ===Barrel=== ^ Component ^ Metal Scraps ^ Hours ^ Checks ^ DC ^ Effects ^ | Stub | 2 | 2 | 1 | 12 | -0.5 lb, +1 hipfire dmg, -10ft max range | | Short | 4 | 2 | 1 | 12 | Standard | | Short Light | 4 | 2 | 1 | 12 | +1 hipfire dmg | | Long | 8 | 4 | 2 | 13 | +0.5 lb, x1.5 range, -1 hipfire dmg | | Long Light | 8 | 4 | 2 | 14 | x2 range, +1 to hit vs recoil, -1 hipfire dmg | | Ported | 10 | 4 | 2 | 15 | +0.5 lb, +2 to hit vs recoil | | Vented | 10 | 4 | 2 | 15 | +0.5 lb, +2 to hit vs recoil, x2 range, -2 hipfire dmg | | Short Ported | 4 | 2 | 1 | 14 | +2 to hit vs recoil, +1 hipfire dmg | | Long Ported | 12 | 4 | 2 | 14 | +0.5 lb, +2 hit vs recoil, x3 range, +2 sighted damage, -2 hipfire damage | | Long Light Ported | 10 | 4 | 2 | 14 | +0.5 lb, +1 hipfire dmg, +1 hit vs recoil | | Long Finned | 14 | 4 | 2 | 16 | +1 lb, x3 range, +2 sighted dmg, +3 to hit vs recoil, -2 hipfire dmg | ===Grip=== ^ Component ^ Metal Scraps ^ Hours ^ Checks ^ DC ^ Effects ^ | Standard | 2 | 2 | 1 | 10 | Standard | | Comfort | 4 | 2 | 1 | 12 | +0.25 lb, +1 damage | | Sharpshooter | 6 | 2 | 1 | 14 | +0.5 lb, +2 damage | ===Stock (Rifle)=== ^ Component ^ Metal Scraps ^ Hours ^ Checks ^ DC ^ Effects ^ | Standard | 4 | 2 | 1 | 12 | +1 lb, +2 sighted dmg | | Short | 2 | 2 | 1 | 10 | +0.5 lb, +1 sighted dmg | | Full | 6 | 4 | 2 | 13 | +1.5 lb, +3 sighted dmg, +1 vs recoil, +1 to aimed hit, bash +d2 | | Marksman | 8 | 4 | 2 | 14 | +1.5 lb, +3 sighted dmg, +2 vs recoil, bash +d2 | | Recoil Compensating | 10 | 4 | 2 | 15 | +2 lb, +3 sighted dmg, +3 vs recoil, +1 to aimed hit, bash +d2 | ===Magazine=== ^ Component ^ Metal Scraps ^ Hours ^ Checks ^ DC ^ Effects ^ | Single Shot | 1 | 2 | 1 | 10 | 1 shot | | Tube | 2 | 2 | 1 | 11 | 2-5 shots | | Cylinder | 4 | 4 | 2 | 12 | 5-7 shots (revolver only), +1 dmg | | Standard | 6 | 4 | 2 | 12 | 8-12 shots | | Medium | 8 | 4 | 2 | 13 | 15-20 shots, +0.5 lb | | Large | 10 | 4 | 2 | 14 | 20-30 shots, +1 lb | | Quick Eject | 8 | 4 | 2 | 13 | 8-12 shots, reload as bonus action | | Medium Quick Eject | 10 | 4 | 2 | 14 | 15-20 shots, bonus action, +0.5 lb | | Large Quick Eject | 12 | 4 | 2 | 15 | 20-30 shots, bonus action, +1 lb | | Drum | 16 | 4 | 2 | 15 | 50 shots, +1.5 lb | | Quick Eject Drum | 18 | 4 | 2 | 16 | 50 shots, bonus action, +1.5 lb | ===Sights=== ^ Component ^ Metal Scraps ^ Hours ^ Checks ^ DC ^ Effects ^ | None | 0 | 0 | 0 | 0 | -1 aim from hip | | Standard | 2 | 2 | 1 | 10 | Iron sights | | Glow | 2 | 2 | 1 | 10 | +1 aim in dark | | Glow Reflex | 4 | 4 | 2 | 12 | +2 aim in dark, +1 aim | | Reflex Sight (Dot) | 4 | 4 | 2 | 12 | +1 aim | | Reflex Sight (Circle) | 4 | 4 | 2 | 12 | +1 aim | ===Scopes=== ^ Component ^ Metal Scraps ^ Hours ^ Checks ^ DC ^ Effects ^ | Short | 8 | 4 | 2 | 14 | Range +50%, +0.5 lb | | Medium | 12 | 6 | 3 | 16 | Range +100%, +1 lb | | Long | 16 | 8 | 4 | 18 | Range +200%, +2 lb | | Short NV | 8 | 4 | 2 | 16 | Range +50%, +1 lb | | Medium NV | 12 | 4 | 2 | 18 | Range +100%, +2 lb | | Long NV Range | 16 | 4 | 2 | 20 | +200%, +3 lb | | Recon: Range | 8 | 4 | 2 | 16 | +50%, +1 lb, +1 aim at flagged target | | Short Recon | 12 | 4 | 2 | 18 | Range +100%, +2 wt, +1 aim at flagged target | | Long Recon | 16 | 4 | 2 | 20 | Range +200%, +3 wt, +1 aim at flagged target | ===Muzzle=== ^ Component ^ Metal Scraps ^ Hours ^ Checks ^ DC ^ Effects ^ | No Muzzle | 0 | 0 | 0 | 0 | None | | Small Bayonet | 8 | 2 | 1 | 10 | +d2 slash bash damage, +0.5 lb | | Large Bayonet | 16 | 2 | 1 | 11 | +d4 slash bash damage, +1 lb | | Compensator | 8 | 4 | 2 | 12 | +2 to hit vs recoil, +1 lb | | Muzzle Brake | 8 | 4 | 2 | 10 | +2 to hit vs recoil, -5/20 ft range, +1 lb | | Suppressor | 8 | 4 | 2 | 14 | suppressed shots, -10/30 ft range, +2 to hit vs recoil, +1 to aim | ===Options=== * X-Round Burst: Short Burst (X). Reroll X damage dice and take highest results. * Burst Fire: 10 rounds of ammo, all within 10 foot area make Dex save vs DC 12 (+proficiency) or take weapon damage. * Armor Piercing 1: +1 to hit against targets with natural armor or worn armor and an AC of 14 or better. * Armor Piercing 2: +2 to hit against targets with natural armor or worn armor and an AC of 16 or better. * Armor Piercing 3: +3 to hit against targets with natural armor or worn armor and an AC of 18 or better. * Armor Piercing 4: +4 to hit against targets with natural armor or worn armor and an AC of 20 or better. * Armor Piercing 5: +5 to hit against targets with natural armor or worn armor and an AC of 22 or better. * CQB: You have advantage on attack rolls made against targets 20 feet or less from you. * Recoil: If you do not normally have multiattack, you can multiattack with a recoil penalty based on the power of the gun (-2 for 2d4, -3 for 2d6, -4 for 2d8, -5 for 2d10, -6 for 2d12). In effect, this grants a second attack at the Recoil penalty, modified by any recoil reduction bonuses the weapon has (min -1); and a third attack at the Recoil penalty modified doubled (min -2). Small creatures get an extra -2 Recoil penalty; large creatures get a +2 Recoil reduction modifier. Example: * .45 Chamber * Calibrated Receiver * Short Light Barrel * Sharpshooter Grip * Quick Eject Magazine * Standard Sights * Muzzle Suppressor * 2d8 damage, 4.5 lb, 90/270, +1d crit, +1 hipfire dmg, +2 dmg, +2 vs recoil (Recoil -2), +1 aim, suppressed shots. ===Ammunition=== * Cold-Loaded Shots: -1 damage, silenced shots. * High Pressure Shots: +2 damage, louder shots. * Hollow Point Shots: +2 damage, -1 to hit vs natural/worn armor with AC 14 or better * AP Shots: -1 damage, AP+1 * Fragmenting Shots: +2d, -d4; individual damage dice are compared against DR * Incendiary Rounds: -d2, +d4 fire damage, ====Firearm and Beam Weapon Accessories==== ^ Weapons ^ Wpn Prof ^ Cost ^ Damage ^ Weight ^ Properties ^ | Small Bayonet | Simple Melee | 1 gp | 1dX+2 piercing | 0.5 lb | Special | | Large Bayonet | Simple Melee | 2 gp | 1dX+4 piercing | 1 lb | Special | | Chainsaw Bayonet | Simple Melee | 110 gp | 2dX+2 slashing | 1 lb | Powered (1), armor piercing (1), Special | | Vibro-Bayonet | Simple Melee | 260 gp | 3dX+2 slashing | 1 lb | Powered (2), armor piercing (2), Special | | Monowire Bayonet | Simple Melee | 540 gp | 4dX+2 slashing | 1 lb | Armor piercing (5), Special | | Laser Bayonet | Simple Melee | 1100 gp | 5dX+2 radiant | 1 lb | Powered (3), armor piercing (3), Special | | Force Bayonet | Simple Melee | 2700 gp | 6dX+2 force | 1 lb | Powered (4), armor piercing (2), Special | X = Weapon bash/pistolwhip damage (d4, +2 for certain stocks, +2/4 for certain bayonets) Bayonet: A bayonet (from French baïonnette) is a knife, sword, or spike-shaped weapon designed to fit in, on, over, or underneath the muzzle of a rifle, musket, or similar two-handed firearm. In this regard, it is an ancillary close-quarter combat or last-resort weapon. Plug bayonets (1 gp) are the earliest form of this weapon. While attached, the firearm cannot be used to make a ranged attack. Ring or socket bayonets (2 gp) were later developments that still allow the weapon to be fired. If the bayonet is used when not attached to a two-handed firearm, it is considered an improvised weapon. Advancements in the bayonet have made it a more viable combat alternative for close-ranged combat, with the full range of additional modes available for purchase. ====Specific Ranged Weapons and Tech Weapons==== ^ Weapons ^ Wpn Prof ^ Wpn Type ^ Cost ^ Damage ^ Weight ^ Properties ^ | Caster Gun | Martial | Ranged | 750 gp | 1d10 piercing | 2 lb | Ammunition (30/120), light, loading, special, focus (+0) | | Clockwork Axe | Martial | Melee | 250 gp | 1d8 slashing | 15 lb | Heavy, two-handed, special | | Gun Axe | Martial | Melee | 90 gp | 1d10 slashing / 1d6 piercing | 12 lb | Ammunition (30/90), loading, special | | Gunblade | Martial | Melee | 300 gp | 1d8 slashing / 1d8 piercing | 6 lb | Finesse, ammunition (30/60), versatile (d10) | | Molotov Cocktail | Simple | Ranged | 50 gp | Special | 1 lb | Light, thrown (30/60), special | | Shock Blade | Martial | Melee | 250 gp | 2d8 lightning | 6 lb | Powered (50 shots), finesse, versatile (3d8 lightning) | | Incinerator | Martial | Melee | 500 gp | 3d6 fire | 6 lb | Powered (30 shots), finesse, versatile (4d6) | | Angelic Pistol | Martial | Ranged | 7500 gp | 4d8 radiant | 18 lb | Ammunition (80/320), reload (12), disintegrate | | Angelic Repeater | Martial | Ranged | 10000 gp | 4d8 radiant | 32 lb | Ammunition (range 60/240), reload (12), short burst (2), disintegrate, heavy, two-handed | | Angelic Rifle | Martial | Ranged | 12500 gp | 5d8 radiant | 25 lb | Ammunition (100/400), reload (6), two-handed, disintegrate | | Astral Cannon | Martial | Ranged | 25000 gp | 8d6 radiant | 10 lb | Ammunition (range 300/900), reload (3 shots), heavy, two-handed, special | | Beam Rifle | Martial | Ranged | 10000 gp | 5d12 radiant | 20 lb | Ammunition (2000/8000), armor piercing (4), heavy, reload (10), special, two-handed | | Anti-Materiel Rifle | Martial | Ranged | 7500 gp | 4d10 piercing | 30 lb | Ammunition (180/540), armor piercing (3), heavy, reload (10), special, two-handed, scope (540), stabilizing | | Bazooka | Martial | Ranged | 25000 gp | 6d8 bludgeoning + 6d8 fire | 16 lb | Ammunition (60/600), armor piercing (5), heavy, loading, special, two-handed | | Derringer | Martial | Ranged | 200 gp | 2d4 piercing | 3 lb | Ammunition (10/30), hidden, light, reload (2), special | | Flamethrower | Martial | Ranged | 5000 gp | 2d8 fire | 50 lb | Ammunition (75/120), heavy, reload (10), two-handed, special | | Heavy Machine Gun | Martial | Ranged | 5000 gp | 4d6 piercing | 80 lb | Ammunition (80/240), burst fire, reload (100), two-handed, heavy, stabilizing | | Minigun | Martial | Ranged | 5000 gp | 4d10 piercing | 65 lb | Ammunition (40/240), burst fire, heavy, reload (45), two-handed, short burst (3), stabilizing | | RPG | Martial | Ranged | 40000 gp | 6d10 bludgeoning + 6d10 fire | 18 lb | Ammunition (60/600), armor piercing (5), heavy, loading, special, two-handed | ====Weapon Descriptions==== Caster Gun: A single barreled, break action handgun that can fire Caster Shells as well as standard ammunition. When firing a caster shell the range and damage of the weapon is replaced with the range and damage of the spell. The only skill required to use the Caster Gun is the ability to use firearms. Any spell attack roll or spell save DC for caster shells uses your dexterity modifier. If wielded by a spellcaster it can also be used as a spellcasting focus. Clockwork Axe: This weapon is less of an axe, and more so a sharpened gear attached to a five foot haft. Special. A wielder may wind a key in the haft as an action. For the next minute, the axe hums with energy violently spinning the axe head making it deal an additional 1d8 slashing damage. This property can not be activated again if the axe is spinning and once this property has been used, the user must refill the clockwork axe with one pint of oil to use this property again. Gun Axe: A double axe with an alchemical gun in the handle. When you hit a creature with the head of the blade you can use a bonus action to make an attack with the loaded gun against the same target. This is considered to be a melee attack. Gunblade: A longsword that has been supplemented with a barrel and trigger for firing alchemical bullets. When you hit a creature with the weapon you can use a bonus action to make an attack with the loaded gun against the same target. This is considered to be a melee attack. Molotov Cocktail: A Molotov cocktail is a form of easily-breakable bottle, most often glass, filled with a flammable substance ranging from gasoline to alcohol to even napalm-like substances mixed with a small amount of motor oil, all capped off with an alcohol- or kerosene-soaked cloth. As an action, you can throw a Molotov cocktail at a point up to 60 feet away. Each creature within 20 feet of an exploding Molotov Cocktail must make a DC 15 Dexterity saving throw or take 1d10 fire damage and begins burning for 1d4 rounds. On a successful save, a creature takes half damage and doesn't begins burning. After the Molotov cocktail is thrown, its flames spread to cover a 10-foot radius of the target for 1d4 rounds, lighting any flammable objects within this area aflame. Creatures that begin their turns within this area must make a DC 12 Constitution saving throw or take 1d8 fire damage. Shock Blade: A 'blade' made of electricity, powered by a mana battery in the grip. Less than useful when the battery runs out. Incinerator: A 'blade' made of fire, powered by a mana battery in the grip. Less than useful when the battery runs out. Angelic Pistol: Angelic Weapons fire powerful bolts of energy capable of ripping apart foes at a subatomic level, leaving only a burning afterimage. Angelic Repeater: Angelic Weapons fire powerful bolts of energy capable of ripping apart foes at a subatomic level, leaving only a burning afterimage. This is the rapid-fire version of the weapon, rapidly firing bursts of energy that eat through flesh and solid metal alike. Angelic Rifle: Angelic Weapons fire powerful bolts of energy capable of ripping apart foes at a subatomic level, leaving only a burning afterimage. This is the full scale rifle version of the weapon, with a more powerful beam compared to its pistol counterpart. Astral Cannon: An astral cannon harnesses the power of the stars above to fire a powerful blast of explosive star-energy. They are very rare, as they are hard and expensive to create. They are often used as weapons of mass destruction. Special. On a successful hit against a creature, every creature within 10 feet of that creature must make a DC 13 dexterity saving throw. On a failed save, they take 4d6 radiant damage, or half as much damage on a successful one. Beam Rifle: A futuristic analogue to the anti-materiel rifle, a beam rifle is a heavy, high-precision energy weapon which fires a beam of particles accelerated to 99.99% of the speed of light. Upon impact, the particles transfer their heat and kinetic energy to the target, effortlessly ripping through even heavily armored structures and causing grievous wounds. Despite being hand-held weapons, beam rifles use heavy energy cells, due to their intense power requirements. Siege Weapon. A beam rifle deals double damage against objects and structures. Anti-Materiel Rifle: Chambered in monstrous calibers like .50 BMG, anti-materiel rifles are designed for use against military equipment (or "materiel" in military terminology) ranging from older tanks, modern light vehicles, and even enemy communication structures. AMRs have similar design principles to those of sniper rifles, delivering a high power shot at long distances with great accuracy, although chambered in a larger caliber for hardened targets. The gun is fed from a large, detachable box magazine holding up to 10 rounds. Siege Weapon. An antimateriel rifle does double damage against objects and structures. Bazooka: A bazooka is a 60mm rocket launcher, ideal for penetrating heavier armor albeit notoriously inaccurate. When you attack with a bazooka, you can target either a creature or object or a point within range. If you target a creature or object, and hit your target's AC, it cannot attempt a saving throw to reduce the damage taken. Each creature within 30 feet of an exploding rocket must make a DC 15 Dexterity saving throw, taking the listed damage on a failed save, or half as much damage on a successful one. Siege Weapon: An RPG deals double damage against objects and structures. Derringer: This tiny pistol has two chambers. While fully loaded, you can choose to fire both rounds simultaneously, dealing 4d4 piercing damage. If the target is within 5 feet of you when you make an attack, you deal an additional 1d4 damage, regardless of if you fire both shots or not. Additionally, this weapon does not have disadvantage on attacks within 5 ft. Flamethrower: A device consisting of a heavy tank full of thickened fuel, worn on the back, and a flame-gun held in the hand which projects and ignites the fuel. It's useful for clearing bunkers and caves. A creature which takes damage from a flamethrower takes 1d6 fire damage at the start of each of its turns, not stacking with itself. A creature can end this damage by using its action to make a DC 15 Dexterity check to extinguish the flames. You have disadvantage on Dexterity checks with the flamethrower, due to its extreme bulk. Special. You can make a normal single-target attack with a flamethrower, or you can spray everything in a 5-foot-wide, 75-foot long line by dispensing the flamethrower's entire payload of 10 shots. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the flamethrower's normal damage. Heavy Machine Gun: A large, fully automatic, belt-fed firearm designed for use as a crew-served weapon. Although the gun is normally attached to a mount or fired on the ground from a bipod or tripod, a very strong individual can pick it up and use it by itself as a portable weapon. Minigun: A minigun is a six-barreled rotary gun with a disintegrating belt, powered by a battery and with the capacity to fire 100 rounds of 7.62 NATO in a second. Intended to be mounted on larger vehicles, man-portable variants such as the XM214 Microgun chambered in 5.56 were developed, but never saw production due to their smaller caliber being less reliable at range for aircraft gunners. A minigun has a capacity of 4,500 rounds, but due to its very fast rate of fire every "shot" represents 100 bullets. RPG: An RPG (rocket-propelled grenade launcher) fires 40 mm anti-bunker grenades. When you attack with an RPG, you can target either a creature or object or a point within range. If you target a creature or object, and hit your target's AC, it cannot attempt a saving throw to reduce the damage taken. Each creature within 30 feet of an exploding grenade must make a DC 20 Dexterity saving throw, taking the listed damage on a failed save, or half as much damage on a successful one. Siege Weapon: An RPG deals double damage against objects and structures.