Weapons (MoMT)

## **Weapons**

The weapons covered here are grouped into three categories based on their general utility: ranged weapons, explosives, and improvised weapons.

### **Ranged Weapons**

Ranged weapons fall into three general groups: **personal firearms**, **heavy firearms**, and simple ranged weapons.

Handguns and Longarms are personal firearms. A personal firearm is any firearm designed to be carried and used by a single person. If you have proficiency in advanced firearms, you can use special techniques when firing automatic or semiautomatic weapons (see the corresponding properties below).

Ranged weapons that launch explosive rounds or meant to be mounted on a vehicle are considered heavy firearms.

## **Weapon Properties**

**Ammunition.** The ammunition of a firearm is destroyed upon use.

**Automatic.** Automatic weapons fire a burst or stream of shots with a single squeeze of the trigger. When you take the Attack action with this weapon, you can choose to take a -4 penalty on the attack roll. If the attack is successful, you may roll the weapon’s damage dice a second time and add it to the final damage. These additional dice are not rolled twice if you score a critical hit. Automatic weapons can also be fired in semiautomatic mode. This feature cannot be used with any ability that grants you multiple attacks.

**Bipod.** To use this weapon properly, you must spend an action deploying a bipod in order to steady the weapon. Attempts to use the weapon without the bipod deployed impose disadvantage.

**Burst.** A weapon with the burst property targets a point of origin rather than a specific creature, and then all creatures within the listed radius must make a Dexterity saving throw. On a successful save, the creature takes half damage, or full damage if it fails.

**Reload.** You can fire a limited number of shots with this weapon before you need to reload.

**Semiautomatic.** Most firearms have the semiautomatic rate of fire. These firearms feed and cock themselves with each shot. When you take the Attack action with this weapon, you can choose to take a -2 penalty on the attack roll. If the attack is successful, you may roll half of the weapon’s damage dice and add it to the final damage. These additional dice are not rolled twice if you score a critical hit. This attack uses two pieces of ammunition. This feature cannot be used with any ability that grants you multiple attacks.

**Spread.** When fired at normal range, roll an additional damage die and add it to the weapon’s damage. When fired at long range, you may apply the attack roll to an additional creature within 5 feet of the target. Roll damage against the secondary target separately.

**Stationary.** A stationary weapon has to be set up before it can be fired. Setting up a stationary weapon requires an action.

**Special.** Some weapons have effects that are specific to them. These will be noted in the descriptions below the table.

**Reloading Firearms:** For the sake of simplicity, you need to restock on ammo at the end of every combat.

**Quantity.**Certain items, such as grenades or explosives, are sold in quantities. These quantities are listed in parentheses after the purchase value.

## **Special Ranged Weapon**

### **Flamethrower**

A flamethrower consists of a pressurized backpack containing fuel, connected to a tube with a nozzle. It shoots a 5-foot-wide, 30-foot-long line of flame. Any creature caught in the line of flame can make a Dexterity saving throw (DC 13) to take half damage.

Any creature or flammable object that takes damage from a flamethrower catches on fire, taking 1d6 points of fire damage each subsequent round until the flames are extinguished. A fire engulfing a single creature or object can be doused or smothered as an action. Discharging a fire extinguisher instantly smothers flames in a 10-foot-by-10-foot area.

A flamethrower can shoot 10 times before the fuel supply is depleted. Refilling or replacing a fuel pack requires 1 minute and has a purchase value of 13.

### **Pepper Spray**

A chemical irritant that can temporarily blind a target, pepper spray comes in a single-shot container. To use it, make a ranged touch attack against the target. The target must make a Constitution saving throw (DC 13) or be blinded.  The target can repeat the saving throw at the end of each of its turns until successful.

### **Taser**

A taser uses springs or compressed air to fire a pair of darts at a target. On impact, the darts release a powerful electrical current. On a successful hit, the target must make a Constitution saving throw (DC 13) or be incapacitated. The target can repeat the saving throw at the end of each of its turns until successful. Reloading a taser is an action.

## **Special Grenades and Explosives**

### **C4/Semtex**

So-called “plastic” explosives resemble slabs of wax. Hard and translucent when cold, these explosives warm up when kneaded, and then can be coaxed to take various shapes. The information on the table represents a 1-pound block.

Additional blocks can be wired together, increasing the damage and burst radius; each additional block increases the damage by +2d6 and the burst radius by 2 feet, and requires a Dexterity check (DC 15) with a demolitions kit to link them. C4/Semtex requires a detonator to set off.

### **Det Cord**

Det cord is an explosive in a ropelike form. Technically, det cord doesn’t explode—but it burns so fast (4,000 yards per second) that it might as well be exploding. Normally used to string multiple explosive charges together for simultaneous detonation (allowing a single detonator to set them all off), det cord can also be looped around a tree or post or other object to cut it neatly in half.

The information on the table represents a 50-foot length. A length of det cord can be spread out to pass through up to ten 5-foot squares. When this is the case, it deals the indicated damage to all creatures in each 5-foot square through which it passes. It can also be doubled up; for each additional 5 feet of cord within a single 5-foot square, increase the damage by +1d6 to a maximum increase of +4d6. Det cord requires a detonator to set it off.

### **Dynamite**

Perhaps one of the most common and straightforward explosives, dynamite is very stable under normal conditions. A stick of dynamite requires a fuse or detonator to set it off. Additional sticks can be set off at the same time if they are within the burst radius of the first stick, increasing the damage and burst radius of the explosion. Each additional stick increases the damage by +1d6 (maximum 10d6) and the burst radius by 5 feet (maximum 20 feet).

It’s possible to wire together several sticks of dynamite for even greater explosive effect. Doing so requires a Dexterity check (DC 10 + 1 per stick) with a demolitions kit. If the character succeeds on the check, the damage or the burst radius of the explosion increases by 50% (the character’s choice).

To set off dynamite using a fuse, the fuse must first be lit, requiring an action or a bonus action (and a lighter or other source of flame). The amount of time until the dynamite explodes depends on the length of the fuse—a fuse can be cut short enough for the dynamite to detonate in the same round (allowing it to be used much like a grenade), or long enough to take several minutes to detonate. Cutting the fuse to the appropriate length requires an action or a bonus action.

### **Molotov Cocktail**

A Molotov cocktail is a flask containing a flammable liquid, plugged with a rag. A Molotov cocktail is easily made by hand. The value given is for the components. To use it, the rag must first be lit, requiring a bonus action (and a lighter or other source of flame). The cocktail detonates on impact with a solid object. A target that takes a direct hit is dealt an additional 1d6 points of bludgeoning damage and catches on fire, taking 1d6 points of fire damage at the beginning of each of its turn until the flames are extinguished. The burst area of the Molotov cocktail continues to burn for 1d4 rounds, and any creature entering the area or ending its turn there catches on fire.

### **Smoke Grenade**

Military and police forces use these weapons to create temporary concealment. On the round when it is thrown, a smoke grenade fills all squares within its burst radius with smoke. The area covered by the smoke is heavily obscured. It disperses after 1 minute, though a moderate wind (11+ mph) disperses the smoke in 4 rounds and a strong wind (21+ mph) disperses it in 1 round. Smoke grenades are available in several colors, including white, red, yellow, green, and purple. As such, they can be used as signal devices.

### **Tear Gas Grenade**

Military and police forces use these weapons to disperse crowds and smoke out hostage takers. On the round that it is thrown, a tear gas grenade fills its burst radius with a cloud of irritant that causes eyes to fill with tears. It disperses after 1 minute, though a moderate wind (11+ mph) disperses the smoke in 4 rounds and a strong wind (21+ mph) disperses it in 1 round.

A creature that starts its turn in a cloud of tear gas must make a Constitution saving throw (DC 13) or spend their action that turn coughing and retching. A gas mask renders the target immune to the effects. A wet cloth held over the eyes, nose, and mouth provides advantage on the saving throw.

### **White Phosphorus Grenade**

White phosphorus grenades use an explosive charge to distribute burning phosphorus across the burst radius. Any target that takes damage from a White Phosphorus grenade is dealt an additional 1d6 points of fire damage in the following round and risks catching on fire.

In addition, a WP grenade creates a cloud of smoke. Treat a white phosphorus grenade as a smoke grenade (see above), except that it only fills a 5-foot radius.

## **Special Melee Weapons**

### **Chainsaw**

Military and police units use powered saws to cut through fences and open doors rapidly. They are sometimes pressed into service as weapons, often by people who watch too many movies. If you roll a natural 1 on an attack roll with a chainsaw, it stalls. Restarting the chainsaw is an action.

### **Stun Gun**

Although the name suggests a ranged weapon, a stun gun requires physical contact to affect its target. (The taser is a ranged weapon with a similar effect.) On a successful hit, the creature must succeed at a Constitution saving throw (DC 13) or be incapacitated. The creature can repeat this save at the end of each of its turns.

### **Sword Cane**

This is a lightweight, concealed sword that hides its blade in the shaft of a walking stick or umbrella. Because of this special construction, a sword cane is always considered to be concealed; it is noticed only with a Wisdom (Perception) or Intelligence (Investigate) check (DC 18). (The walking stick or umbrella is not concealed, only the blade within.)

### **Tonfa**

This is the melee weapon carried by most police forces, used to subdue and restrain criminals. When you hit a creature with this weapon, you can attempt to start a grapple as a bonus action.

## **Weapon Accessories**

As if modern weapons weren’t dangerous enough, a number of accessories can increase their utility or efficiency.

**Table: Weapon Accessories**

### **Detonator**

A detonator activates an explosive, causing it to explode. The device consists of an electrically activated blasting cap and some sort of device that delivers the electrical charge to set off the blasting cap. Connecting a detonator to an explosive requires a Dexterity check (DC 13) with a demolitions kit. Failure means that the explosive fails to go off as planned. Failure by 10 or more means the explosive goes off as the detonator is being installed.

### *Blasting Cap*

This is a detonator without a built-in controller. It can be wired into any electrical device, such as a light switch or a car’s ignition switch, with a Dexterity check (DC 10) using a demolitions kit or electrical tools. When the electrical device is activated, the detonator goes off.

### Radio Control

This device consists of two parts: the detonator itself and the activation device. The activation device is an electronic item about the size of a pack of gum, with an antenna, a safety, and an activation switch. When the switch is toggled, the activation device sends a signal to the detonator by radio, setting it off. It has a range of 500 feet.

### Timed

This is an electronic timer connected to the detonator. Like an alarm clock, it can be set to go off at a particular time.

### Wired

This is the simplest form of detonator. The blasting cap connects by a wire to an activation device, usually a small pistol-grip device that the user squeezes. The detonator comes with 100 feet of wire, but longer lengths can be spliced in with a Dexterity check (DC 10).

### **Holster**

Holsters are generally available for all pistol-size firearms.

### Hip

This holster holds the weapon in an easily accessed—and easily seen—location.

### *Concealed Carry*

A concealed carry holster is designed to help keep a weapon out of sight. In most cases, this is a shoulder holster (the weapon fits under the wearer’s armpit, presumably beneath a jacket), but some weapons can be carried in waistband holsters (often placed inside the wearer’s waistband against his or her back). Smaller weapons can also be carried in ankle or boot holsters.

### **Illuminator.**

An illuminator is a small flashlight that mounts to a firearm, freeing up one of the user’s hands. It functions as a standard flashlight.

### **Laser Sight.**

This small laser mounts on a firearm, and projects a tiny red dot on the weapon’s target. A laser sight grants a +1 bonus on all attack rolls made against targets no farther than 30 feet away. However, a laser sight can’t be used outdoors during the daytime.

### **Scope.**

A scope is a sighting device that makes it easier to hit targets at long range. However, although a scope magnifies the image of the target, it has a very limited field of view, making it difficult to use.

*Standard:* A standard scope increases a ranged weapon’s normal and maximum range by one-half (multiply by 1.5). However, to use a scope you must spend an action acquiring your target. If you change targets or otherwise lose sight of the target, you must reacquire the target to gain the benefit of the scope.

*Electro-Optical:* An electro-optical scope functions the same as a standard scope in normal light. In darkness, however, the user sees through it as if he or she had the darkvision ability granted by night vision goggles.

*Rangefinding Laser:* A rangefinding laser scope functions the same as a standard scope, except that it incorporates an invisible laser that can determine the exact range of a target, then relay that information via computer link. If that information is relayed to another weaon with a rangefinding laser scope targeting the same creature or object, the second attacker gains advantage on his first attack against the target.

### **Suppressor**

A suppressor fits on the end of a firearm, capturing the gases traveling at supersonic speed that propel a bullet as it is fired. This eliminates the noise from the bullet’s firing, dramatically reducing the sound the weapon makes when it is used. For handguns, the only sound is the mechanical action of the weapon (Wisdom (Perception) check, DC 15, to notice). For longarms, the supersonic speed of the bullet itself still makes noise. However, it’s difficult to tell where the sound is coming from, requiring a Wisdom (Perception) check (DC 15) to locate the source of the gunfire.

Modifying a weapon to accept a suppressor requires a Dexterity check and mechanical tools (DC 15). Once a weapon has been modified in this manner, a suppressor can be attached or removed as a move action.

Suppressors cannot be used on revolvers or shotguns. A suppressor purchased for one weapon can be used for any other weapon that has the same damage value.

## **Weapon Modifications**

Weapons can be modified in various ways. To add a modification, choose a base weapon, modify the purchase value of the base item according to the modification’s instructions, and then purchase the modified item as normal. Some modifications have additional restrictions placed on them that must be considered before making the modification.

### **Alternate Weapon.**

Some weapons are capable of serving multiple purposes by integrating two types of weapon into one. This can encompass everything from having a bayonet installed on a rifle to adding an underslung grenade launcher. Choose a second weapon. That weapon is integrated into the base weapon and can be used at any time.

*Value Modifier:* +4 (if the secondary weapon has a lower purchase value) or +6 (if the secondary weapon has a higher purchase value)

### **Autofire Module**

This modification allows a previously semiautomatic to be able to fire in full automatic mode. The weapon modified loses the semiautomatic weapon property and gains the automatic weapon property.

*Restrictions:* Personal firearm with the semiautomatic weapon property.

*Value Modifier:* +2

### **Collapsible**

A weapon that makes use of the collapsible modification is easily disassembled and reassembled at a moment's notice. Breaking down a weapon into its individual parts requires an action. while reassembling them in the correct order requires another action. The weapon must be fully assembled to be used. In its disassembled state, a weapon is not easily identified; an Intelligence (Investigation) check (DC 17) is required to identify a collapsed weapon for what it really is.

*Value Modifier:* +2

### **Compact**

By eliminating wasted space and using smaller components, some engineers are capable of producing weapons far smaller than their standard counterparts. Any weapon that makes use of this modification is smaller than normal.

*Restrictions:* Personal firearms only.

*Value Modifier:* +2

### **Concealable**

Some weapons can be installed (and operated from) inside other items; for example, guns that fit into briefcases, grenades disguised as cosmetic products, and so forth. The concealed item cannot be identified as a weapon except through close examination, or when it is in use. The concealed weapon cannot be larger than the item in which it is concealed.

*Value Modifier:* +2

### **Electrified**

The weapon is attached to a power source. On a successful hit, the target takes 1d8 points of lightning damage as well as the damage dealt by the weapon.

*Restrictions.* Melee weapons only.

*Value Modifier:* +2

### **Grappling Sheath**

Grenades and mines can be fitted with custom grappling sheaths designed to adhere to any surface against which they are thrown or placed. Once placed, a mine or other explosive equipped with a grappling sheath cannot be moved, short of tearing it loose. Doing so requires a DC 20 Strength check, and, depending on the mine's trigger, might cause it to detonate.

*Restrictions:* Grenades and mines only.

*Value Modifier:* +2

### **Expanded Magazine**

Any weapon with the expanded magazine gadget doubles its normal magazine capacity. (Now lasting two battles before needing to reload)

*Restrictions:* Personal firearms with internal or box magazines only.

*Value Modifier:* +2

### **Improved Accuracy**

This modification improves the accuracy of a ranged firearm, granting a +1 to +3 bonus on attack rolls.

*Restrictions:* Personal firearms only.

*Value Modifier:* +2 (for +1), +4 (for +2), or +6 (for +3)

### **Improved Damage**

This modification increases the bore of a projectile weapon's barrels, adding +1 to +3 to the weapon's damage.

Restrictions: Personal firearms only.

Value Modifier: +2 (for +1), +4 (for +2), or +6 (for +3)

### **Integrated Equipment**

Choose a piece of equipment. That equipment is integrated into the base weapon and can be used at any time.

*Value Modifier:* +2 (if the equipment has a lower purchase value than the base weapon) or +4 (if the equipment has a higher purchase value than the base weapon)

### **Spring Loaded**

Some weapons are designed to be concealed from sight and then quickly drawn into the hand at a moment’s notice. A weapon with the spring loaded modification can be drawn without counting against the number of weapons you can draw on your turn, regardless of whether the weapon is concealed.

*Restrictions:* One handed or light weapons only.

*Value Modifier:* +2