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message 1: by Austin, CEO of the world's largest and most evil Megacorperation (last edited Feb 01, 2021 06:33PM) (new)

Austin | 972 comments Mod
Assault Rifles

Bal-27
Bal-27

EM1 3d6 of radiant damage
EM1

HBRa3 :
1d6 piercing
6.5 lb
Ammunition (range 75-125), reload (30 shots), two-handed, Burst, Semi-auto. If your DM allows it, full-auto is an option.

HBRa3
IMR
IMR

MK14
MK14

XM10 rifle
XM10

Grendel
Grendel

SCAR
SCAR

Scarab uses 15 rounds per sec 2d8 damage
SCARAB

Submachine Guns

KF5 uses 14.5 rounds per second. and 18.1 rounds per second with rapid fire
KF5

AMR9
AMR9
(5 round burst) so 1 d6 per tiger pull

Shotguns

Tac-19 :You deal 3d8 piercing damage at half normal range or less (15 feet).
You deal 2d8 piercing damage up to normal range.
You deal 1d8 piercing damage at long range. At these distances, the pellets have spread which improves your chance at hitting. You do not suffer disadvantage for attacking at long range.
Tac-19

S-12
S-12

CEL-3 Cauterizer
Cel-3_Cauterizer

Pistols

Atlas 45 :2500 gp 3D4 piercing, 2D4 fire 3 lb.Light, Ammunition (Range 120, 600), Special
Atlas_45

M12 Nova
M12 Nova

10mm pistol
10mm_Pistol

Launchers

Stinger M7 :8d8 bludgeoning
8 lb.
Ammunition (range 1,200), reload (4 shots), special, two-handed
Stinger_M7

AAWS-M Launcher
MAAWS

JAW :
5d6 piercing
11 lb.
Ammunition (range 80/240), heavy, loading, special, two-handed

JAW

Swarmer
Swarmer

MDL
MDL

Sniper rifles:

MORS
MORS

Gauss Rifle :
5d10 piercing
8 lb.
Ammunition (range 120/360), armor piercing (-2), reload (4 shots), two-handed, heavy

Gauss Rifle

LMG:

Pytaek :
2d6 piercing
2 lbs.
Ammunition (range 50/150), reload (13 shots)

Pytaek

Mk.60 MOD 0
Mk.60
Equipment:

Smart Grenade
Tactical smart grenade

Heavy weapons:

HMG : 3d10 piercing,
80 lb.
Ammunition (range 200/600), Oversized, burst fire, reload (100 shots), two-handed

HMG

AGL
AGL


message 2: by Austin, CEO of the world's largest and most evil Megacorperation (last edited Jul 12, 2018 04:47PM) (new)

Austin | 972 comments Mod
Atlas 45:
this weapon is a Major Threat Weapon, and uses that ruleset for this. When targeting a creature, the weapon automatically hits if the creature's AC is less than or equal to 8 + the user's weapon attack modifier. This only occurs if the user has proficiency with the weapon, and isn't targeting a creature in the weapon's long range. If the hit is automatic, a target hit by this weapon must attempt a Dexterity saving throw with a DC of 16, taking half damage on a success. The creature can only attempt the save if it understands that they must dodge the user's aim, not the ammo being fired. An automatic hit can be treated as a critical once every minute of the fight (10 rounds), or any shot during a surprise round. Finally, the weapon has a rarity as if it is a wondrous item, and that rarity is Rare rarity.


message 3: by Austin, CEO of the world's largest and most evil Megacorperation (new)

Austin | 972 comments Mod
HBRA3:
A modern rifle that has 30 rounds of 5.56 in each clip. One bullet is one roll of a 1d6. Aiming is a 1d20. Burst fire is three bullets per shot, Semi-auto is one bullet per shot. Full auto is 15 bullets, but roll a 1d4 for cool down. Full auto the most inaccurate, so a penalty of five for firing. Burst fire is less inaccurate, so a penalty of three on aiming when it is set to burst fire. Semi-auto is the most accurate, so no penalty when aiming


message 4: by Austin, CEO of the world's largest and most evil Megacorperation (new)

Austin | 972 comments Mod
JAW:
You do not make an attack roll: each creature within 10 feet of the impact point must make a Dexterity saving throw, taking 5d6 piercing damage on a failed save, or half as much on a successful one. At normal range, the DC is 15; at long range the DC is 10.


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