The Bunker in Element 133 | World Anvil

The Bunker

The marketplace of a large city teems with buyers and sellers of many sorts: weaponsmiths and woodcarvers, farmers and jewelers, and people of every shape, size, and color drawn from a spectrum of factions and cultures. In the largest cities, almost anything imaginable is offered for sale, from exotic spices and luxurious clothing to wicker baskets and practical weapons.

For a hero, the availability of armor, weapons, backpacks, rope, and similar goods is of paramount importance, since proper equipment can mean the difference between life and death in a monster's lair or the untamed wilds. This section details the mundane and exotic merchandise that heroes commonly find useful in the face of the threats that the post-apocalyptic world offers.

Starting Equipment

When you create your character, you receive equipment based on a combination of your class and background. Alternatively, you can trade individual equipment granted to you for items of the same value and rarity from the lists below. You can make a few purchases using your Wealth as shown in Wealth and Bartering by contacting your DM.

You decide how your character came by this starting equipment. It might have been simply what you had on you at the end of the world, something you've acquired since, or goods that the character purchased during his or her upbringing. You might have been equipped with a weapon, armor, and a backpack as part of military service. You might even have stolen your gear. A weapon could be a family heirloom, passed down from generation to generation until your character finally took up the mantle and followed in an ancestor’s heroic footsteps.

Selling Treasure

Opportunities abound to find treasure, equipment, weapons, armor, and more in the dungeons you explore. Normally, you can sell your treasures and trinkets when you return to a town or other settlement, provided that you can find buyers and merchants interested in your loot. Find someone willing to buy stuff from you. And make a Wealth or Charisma check against the buyer's Wealth score. Remember it's harder to sell things to Wealthy People, and Poor People may not afford what you want to sell.

Wealth Check Results (Selling)


CheckResult
On a critical success,The seller increases their Wealth score by 1 and can sell an additional item of equal or higher value to increase it by 3.
On a full success,The seller increases their Wealth score by 1 and can sell an additional item of equal or higher value to increase it by 2.
On a mixed success,The seller increases their Wealth score by 1 (but it can only be increased up to 14).
On a failure,The seller may improve the buyer's attitude toward them, but their Wealth score does not increase.
On a critical failure,The seller's Wealth score does not increase and the buyer in unappreciative.

Arms, Armor, and Other Equipment

As a general rule, undamaged weapons, armor, and other equipment fetch half their cost when sold in a market. Weapons and armor used by monsters are rarely in good enough condition to sell.

Technical and Mechanical Items

Selling specialty mechanical items is problematic. Finding someone to buy a chemical or smoke bomb isn't too hard, but other items are out of the realm of most but the wealthiest people. Likewise, aside from a few common mechanical items, you won't normally come across items or machines to purchase. The value of functional machinery is far beyond simple currency and should always be treated as such.

Gems, Jewelry, and Art Objects

These items retain their full value in the marketplace, and you can either trade them in for other items or use them as Wealth for other transactions. For exceptionally valuable treasures, the DM might require you to find a buyer in a large town or larger community first.

Computers and Cellular Devices

Most people will have no interest in devices requiring lots of electricity or internet to operate as few people have access to the resources needed. However this does not make them worthless, these devices are extremely useful for the traveling hero or a technician in need of new equipment or parts. Computers can be extremely valuable to the right person.

Trade Goods and Other

In the borderlands, many people conduct transactions through barter. Like gems and art objects, trade goods--bars of iron, bags of salt, livestock, and so on--retain their full value in the market and can be used as currency.

Value and Rarity

The tables contained within Weapons, Equipment, and Vehicles assign a rarity and value to each item. Rarity describes the availability of select items. For example, basic equipment like rations, torches, and bedrolls are easily found in the world for purchase. They have a rarity of Common. Some items are very rare like a tank or full suit of plate armor. They have a rarity of Very Rare. Value refers to an items cost of Abstract Wealth, more information on purchasing items using value see the Wealth and Bartering article. While value and rarity are related, common items being of lower value, and legendary items being very valuable. This is not always the case, for example, a cell phone may be rare, but they aren't typically very valuable as the resources needed for using a cell phone are not available to the average person. To them, a phone is simply a plastic brick or a memento of the past.

Rarity vs. Value


RarityCharacter Tier when AccessibleTypical Value
Common1st or higher5-7
Uncommon1st or higher8-13
Rare3rd or higher14-21
Very rare5th or higher21-29
Legendary7th or higher30+

Properties

The variety of weapons, armor, tools, vehicles and other equipment available to your character is expansive, pretty much anything you can imagine is out there somewhere in the world from archaic weapons and seige equipment to futuristic vehicles and tools. If a particular item you would like to use is not contained in the tables in Weapons, Equipment, Vehicles, send me a message and we'll figure out how to make it happen!

Every item has a group of properties that dictate how the item functions. For a weapon, the Damage Type property tells you what kind of damage it deals. Some properties involve specific game mechanics that affect the way the item is used, such as the finesse property which allows you to use either your Dexterity or Strength check for an attack roll using that item. Some items have a special effect or feature associated with them. These items are marked with the Special property. Below you will find a list of the properties available to each group of items, as well as some backstory on what to expect.

Armor and Shields

The apocalyptic world is a vast tapestry made up of many different cultures, each with its own technology level and access. For this reason, heroes have access to a variety of armor types, ranging from leather armor to bullet-proof vests to costly plate armor, with several other kinds of armor in between. The Armor in Equipment table collects the most commonly available types of armor found in the game and separates them into three categories: light armor, medium armor, and heavy armor.

Although, the art of armoring has progressed significantly since the middle ages the technology and materials required to manufacture a bullet-proof vest or raid armor are not always available to a community. Some settlements have restarted the tradition of heavy metal armors worn by the knights of old. Others have attempted to recreate modern armors from available materials, using small car doors as riot shields, etc. Regardless of the composition or the modernization of the available equipment. Armor provides an effective way to guard against a variety of attacks. Many heroes also supplement their armor with a shield.

The Armor table shows the cost, weight, and other properties of the common types of armor and shields available for you to purchase.



Armor and Shield Properties

  • Armor Class (AC). Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class.
  • Armor Proficiency. Anyone can put on a suit of armor or strap a shield to an arm. Only those proficient in the armor's use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can't cast spells.
  • Heavy Armor. Heavier armor interferes with the wearer's ability to move quickly, stealthily, and freely. If the Armor table shows "Str 13" or "Str 15" in the Strength column for an armor type, the armor reduces the wearer's speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score.
  • Stealth. If the Armor table shows "Disadvantage" in the Stealth column, the wearer has disadvantage on Dexterity (Stealth) checks.
  • Bullet Proof. Some armors are built to stop bullets and piercing weapons. If your armor or shield has the bulletproof property you gain resistance to piercing damage while that armor or shield is equipped.
  • Shields. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
 

Weapons

Your class grants proficiency in certain weapons, reflecting both the class's focus and the tools you are most likely to use. Whether you favor a longsword or a shotgun, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring.

The tables in Weapons show the most common weapons used, their price and weight, the damage they deal when they hit, and any special properties they possess.

Weapons are grouped into categories and sub-categories to reflect the type of the weapon and where it was most commonly used. Archaic weapons found the most use in the times before ours, whether as a part of the 1700s or the middle-ages, weapons like longswords and warhammers are considered archaic. Even some weapons used in the modern era like short bows and throwing knives are considered a part of this category. Archaic weapons are categorized into class categories based on damage and complexity of use, these categories are; simple, martial, and heavy weapons. They are then categorized further into melee, ranged, firearm, or siege. A melee weapon is used to attack a target within 5 feet of you, whereas a ranged weapon is used to attack a target at a distance. A special time of ranged weapon is the early firearms of the world such as the musket and blunderbuss. Siege weapons were large, mostly stationary weapons used in sieges and large-scale warfare.

Modern weapons are categorized into three weapon classes based on the accessibility. Personal weapons are available to the average person. Light and Heavy weapons require some military clearance or illegal chemical mixing to craft. All modern weapons are then categorized into the type of weapons, including; melee, handguns, shotguns, rifles, submachine guns, antimaterial weapons, machine guns, flamethrowers, explosive weapons (grenades, smoke bombs), explosives (bombs, TNT), and artillery (heavy military weapons).

Futuristic weapons are considered extremely rare, and weapons under this category cannot be bought or gained as part of starting equipment. An example of a futuristic weapon would be Energy Weapons (rail guns, and sonic guns).

Here is a quick list of all the weapon categories and the basic weapons that they contain. More information on individual weapons can be found in Weapons.

Basic Weapons

Archaic
  • Simple
    • Ranged
      • Boomerang, Dart, Light Crossbow, Shortbow, Shuriken, Sling, Throwing Knife
    • Melee
      • Brass Knuckles, Club, Crop, Dagger, Handaxe, Hatchet, Javelin, Light Hammer, Mace, Mallet, Quarterstaff, Sickle, Spear, Tomahawk
  • Martial
    • Ranged
      • Blowgun, Hand Crossbow, Longbow, Net, Slungshot
    • Melee
      • Battleaxe, Broadaxe, Flail, Glaive, Halberd, Katana, Longsword, Machete, Morningstar, Pike, Rapier, Scimitar, Shortsword, Trident, Whip
    • Firearms
      • Blunderbuss, Musket, Musketoon
  • Heavy
    • Ranged
      • Composite Bow, Heavy Crossbow
    • Melee
      • Bullwhip, Greataxe, Greatclub, Greatsword, Lance, Maul, Warhammer, Warpick
    • Firearms
      • Hand mortar
    • Siege
      • Ballista, Basilisk, Bombard, Cannon, Catapult, Trebuchet

Personal
  • Melee
    • Baseball Bat, Baton, Bayonet, Chainsaw, Crowbar, Knife, Mace, Pepper Spray, Taser
  • Handguns
    • Derringer, Machine Pistol, Pistol, Revolver, Taser Stun Gun
  • Shotguns
    • Combat Shotgun, Sawed-off Shotgun
  • Riffles
    • Assault Rifle, Battle Rifle, Carbine, DMR, Shot-barreled Rifle, Sniper Rifle
  • Submachine Guns
    • LMG, PDW, SAW, SMG
Light
  • Anti-material weapons
    • Anti-material rifle, Anti-tank rifle, Anti-tank Missile, Bazooka, MPAD
  • Machine Guns
    • GPMG, Heavy Machine Gun, Medium Machine Gun
  • Flamethrowers
    • Flamethrower
  • Explosive Weapons
    • Automatic Grenade Launcher, Flare Gun, Flash Bomb, Frag Grenade, Grenade Launcher, Hand Grenade, Light Mortar, Rifle Grenade, Rocket Launcher, Rocket Propelled Grenade, Smoke Grenade, Tear Gas
  • Explosives
    • Black Powder, Dynamite, Fireworks, Flare, HME, Nitroglycerin
Heavy
  • Artillery
    • Anti-Aircraft Artillery, Anti-tank Artillery, Field Gun, Heavy Artillery, Howitzer, Infantry Support Gun, Mortar, Rocket Artillery,
  • Explosives
    • ANFO, Bunker Buster, C4, Car bomb, Cluster Bomb, Dirty Bomb, EMP, Homemade Bomb, Hydrogen Bomb, IED, Land-mine, MOAB, Napalm, Nuclear Bomb, TNT

Weapon Proficiency

Your race, class, and feats can grant you proficiency with certain weapons or categories of weapons. 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.

Attunement

Sometimes it is necessary to learn how to use a weapon that you are not proficient in. By spending some quality time studying or using an unfamiliar weapon during a long rest you can attune to that weapon, gaining a temporary proficiency with that weapon. You may only have three weapons attuned at any given time. And removing that weapon from your attunement removes your proficiency with that weapon. Unless you have gained a feature that grants you the same proficiency, since becoming attuned to it.

Ammunition

Ammunition for both modern and archaic weapons is extremely varied. To simplify the purchase, counting, and reloading of ammunition in Element 133 most weapons will use the same ammunition depending on their damage die. The most common types of ammunition are; d4 Rounds, d6 Rounds, d8 Rounds, d10 Rounds, and d12 Rounds. This is an extreme oversimplification of real-world ballistics but it makes sense not to make you guys count 20 different types of ammunition. However, this doesn't always work. While a short-bow and a pistol both use the d6 die for damage rolls an arrow will most likely not work as ammunition for a pistol. In these cases, ammunition may be categorized into smaller groups such as; arrows, bolts, shots, shotgun shells, shells, grenades, and bombs.

Most ammunition is sold in bundles or containers, these also vary greatly. To simplify this even further, every type of ammunition has an amount of ammunition you can purchase or use at the same time called magazines. The term magazine is used broadly here and contains things like quivers, cartridge belts, bags of rocks, etc. These contain a certain amount of ammunition based on your weapon type, what kind of projectiles it fires etc. but for simplicities sake, they all equate to one magazine. Some weapons use ammunition types, like grenades and missiles that need to be reloaded before every use. These weapons are given the Ammunition property which takes the reload time into account with every attack. Almost everything else uses a magazine, contained in Weapons each magazine includes a number of attacks you can make before you need to replace that magazine by reloading your weapon. For example, you will need to reload a pistol after 10 attacks, but a longbow only needs to be reloaded every 30 attacks. This amount is called your Reload Counter and starts at the highest number given by the Reload property of your weapon and is reduced by one for every attack made with that weapon. Several features and properties allow a character to deal extra damage when he or she fires more than one piece of ammunition as part of a single attack at a single target. Doing so lowers the weapon's Reload Counter more than once and typically changes the effect or damage of the weapon. (If a character doesn't have those features or weapon properties, he or she can still fire more than one piece of ammunition but the extra projectiles don't have any effect and are just wasted ammunition.) When your Reload Counter for a particular weapon reaches 0, that weapon gains the Disabled condition.

The Disabled Condition

Some weapons may jam, break, empty, or run out of ammunition in a magazine. If your weapon gains the disabled condition you may only use that weapon as an improvised weapon until a bonus action is expended to repair or reload the weapon. Additionally, some weapon's properties may change this rule (ex. it takes an action to reload a revolver, a full action to reload a weapon with the belt-fed property, or a full round of concentration to repair a jammed musket). Although the disabled condition most often applies to weapons that use ammunition, it can be applied to the loose hilt of a sword, or a knife stuck in an opponent's body.

Counting Ammunition

Counting your magazines and ammunition can be a chore but is extremely important to the realism and difficulty of using modern weapons that balances their typically higher damage outputs, and special properties. Your DM will provide you with some tools for counting ammunition both tactile and digital.

DM's Note: Not so fun fact, the original draft of the ammunition mechanic was 4 times as long and I had to use a whole ass example story to make it make any sense at all. Hopefully, this works a ton better.

Weapon Properties

Many weapons have special properties related to their use, as shown in the Weapons table.

  • Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. The ammunition property will be followed by the type of ammunition required. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a bag, case, or another crate is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons" later in the section). A sling must be loaded to deal any damage when used in this way.
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  • Automatic. A weapon with this property lowers its Reload Counter by 2 for every attack. Reloading a weapon with this property takes an action. If a weapon has the automatic property, a character may choose to set it on autofire by lowering the weapon's Reload Counter by 3 for each attack. Autofire affects an area and everyone in it, not a specific creature. The character targets a 10-foot-by-10-foot area within range and makes an attack roll; the targeted area has an effective DC of 10. (If the character does not have the Advanced Firearms Proficiency feature, he or she takes a -4 penalty on the attack roll.) If the attack succeeds, every creature within the affected area must make a Dexterity saving throw (DC 15) or take the weapon's damage. Autofire shoots several pieces of ammunition, and can only be used if the weapon's Reload Counter is at least 3.
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  • Belt-Fed. A weapon with this property lowers its Reload Counter by 1 for every attack. Reloading a weapon with this property takes a bonus action. If a weapon has the belt-fed property, a character may choose to set it on burst-fire by lowering the weapon's Reload Counter by 2 for each attack. All attacks made using the burst-fire setting deal an additional die of damage. If a weapon has the belt-fed property, a character may choose to set it on autofire by lowering the weapon's Reload Counter by 3 for each attack. Autofire affects an area and everyone in it, not a specific creature. The character targets a 10-foot-by-10-foot area within range and makes an attack roll; the targeted area has an effective DC of 10. (If the character does not have the Advanced Firearms Proficiency feature, he or she takes a -4 penalty on the attack roll.) If the attack succeeds, every creature within the affected area must make a Dexterity saving throw (DC 15) or take the weapon's damage. Autofire shoots several pieces of ammunition, and can only be used if the weapon's Reload Counter is at least 3.   Weapons with the belt-fed property require a special type of magazine (see "Ammunition" above) called a belt to be used, which is generally more expensive and contains 50-300 pieces of ammunition. Contained in parentheses following the belt-fed property is the type of ammunition used by the weapon followed by the capacity of your belt, or the starting value of the Reload Counter for this weapon. The Reload Counter for belt-fed weapons is usually extremely high allowing for less need for reloading when using a weapon with the burst-fire or automatic property. Additionally, it takes a full action (no bonus actions) to reload any weapon with this property. You may spend your full movement to link another belt to the weapon, increasing the weapon's Reload Counter by the capacity of the belt used by this weapon. You may only link one additional belt to the weapon and it can only be done if the weapon's Reload Counter is above 3.
  • Blasting. When an attack made by a weapon with the blasting property hits a target the target must succeed on a Strength saving throw (DC 13) or be pushed back 10 feet. This movement does not provoke opportunity attacks.
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  • Burst-Fire. A weapon with this property lowers its Reload Counter by 1 for every attack. Reloading a weapon with this property takes a bonus action. If a weapon has the burst-fire property, a character may choose to set it on burst-fire by lowering the weapon's Reload Counter by 2 for each attack. All attacks made using the burst-fire setting deal an additional die of damage.
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  • Computer Aided. Computer-aided weapons require knowledge of a computer system and must be attuned to in order to be used.
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  • Consumable. A weapon with the consumable property has a limited number of uses, given by a number in parentheses following the property. Once these uses are expended the weapon is disabled or destroyed and cannot be repaired.
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  • Craftable. A weapon with the craftable property can be crafted using simple tools and materials. The craftable property lists the duration of time it takes to craft the weapon. The DM may decide there are not enough resources or you do not have adequate tools to do so.
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  • Explosive. An explosive weapon has an AOE (Area of Effect) dictated by a size, shape, and origin description using the rules used in D&D 5E for spells with an AOE. Weapon attacks made with weapons with the explosive feature usually cause the targets to make a Dexterity saving throw with a DC given in parentheses after the property. A target who succeeds in his saving throw takes half damage. A target who fails his saving throw takes full damage. And a target who fails his saving throw by more than 10 takes critical damage and must make a roll on the Major Injury Table (see the Rules of Anarchy article for more information on critical damage and the Major Injury Table).
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  • Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
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  • Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively.

  • Lethal Shot. Weapons with the lethal shot property were intended to fire one of two extremely lethal shots. As such they have superior accuracy increasing the crit range to 18-20. You may spend a round preparing a shot to increase this further to 16-20. During your preparation, you are considered concentrating and may not take any actions or move actions.
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  • Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. You may use only light weapons for dual wielding unless enhanced by a feature.
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  • Long Range. A weapon that can be used to make a long-ranged attack has a range shown in parentheses after the property. The range lists two numbers. The first is the weapon's minimum range in feet, and the second indicates the weapon's long-range. When attacking a target below minimum range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long-range.
 
  • Planted. When an explosive is planted, you can link a detonator to it as part of that action. Detonators are used to activate planted explosives from a distance or by the trigger. See the "Detonators" table in Weapons for more detailed descriptions.
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  • Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the 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 the normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long-range.
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  • Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.
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  • Reload. Weapons with the reload property require a magazine (see "Ammunition" above) to be used. Contained in parentheses following the ammunition property is the type of ammunition used by the weapon followed by the size of your magazine, or the starting value of the Reload Counter for this weapon.
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  • Semi-Automatic. Attacking with this weapon lowers its Reload Counter by 1 for every attack.
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  • Seige. These weapons use massive ammunition that can take more than one person to move to the weapon. A Strength check DC is given in parentheses after the property. A successful check made by one or more people allows the weapon to be used in this round. An unsuccessful check wastes your action.
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  • Special. A weapon with the special property has unusual rules governing its use, explained in the weapon's description (see "Special Weapons" in Weapons).
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  • Splash. An splash weapon has an AOE (Area of Effect) dictated by a size, shape, and origin description using the rules used in D&D 5E for spells with an AOE. And is usually subject to a special effect detailed in the weapon's description.
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  • Stationary. This weapon cannot be moved easily, if at all. A DC provided after the property describes a successful strength check in order to move this weapon. These weapons move at a speed of 5ft.
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  • Thermonuclear. An nuclear weapon has an AOE (Area of Effect) dictated by a size, shape, and origin description using the rules used in D&D 5E for spells with an AOE. The AOE for these weapons can span from 300 ft. in diameter up to 6 miles in diameter. Most nuclear weapons have a range of lethality within which all creatures, structures, and vegetation is vaporized, destroyed, or damaged.
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  • Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
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  • Two-Handed. This weapon requires two hands when you attack with it.
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  • Unreliable. A weapon with the unreliable property has a chance of failure every time it is used. This chance is represented by a value contained in parentheses after the unreliable property. A character using an unreliable weapon checks for weapon failure. If a d% roll is equal to or lower than the weapon failure chance, the firearm has become jammed and gains the Disabled condition. Any firearm can become unreliable from a number of circumstances decided by the DM including; the age of the weapon, damage to the weapon, the environment, immersion in water, mud, or other liquid, or using unreliable ammunition.
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  • Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property, this value is the damage when the weapon is used with two hands to make a melee attack.
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    Weapon Additions

    Some weapons may be modified or enhanced using weapon additions. This could be adding a scope for better accuracy, or a silencer to stay stealthy. These can be found in the "Weapon Additions" table of Weapons.

    Alternative Ammunition

    Customization of ammunition is also common for some types of ammunition. Examples of this include; hollow-point rounds, tracer rounds, or heat-seeking missiles.

    Equipment

    To save time and headache most equipment items can be pulled directly from their source material. The D&D 5E Player's Handbook and The d20 Modern SRD. Accepted sources and conversion rates for cost to the Abstract Wealth system and rarity level are shown in Equipment. Any custom equipment specific to this campaign will also be released there. If a piece of equipment has a feature that needs conversion to the 5E or E-133 ruleset please send me a DM and I can convert it for you upon request.

    Vehicles

    Stat blocks for vehicles will be released in Vehicles when they are discovered or built in-game. Here is a list of the categories and some of the vehicles contained within them. These options are available for a selection of proficiencies during character creation when offered by a race, occupation, or class.

    Archaic
    • Land
      • Carriage, Cart, Chariot, Sled, Wagon
    • Naval
      • Ancient Warship, Galley, Keelboat, Longship, Rowboat, Sailing Ship
    Civilian
    • Land
      • Motorcycle, Passenger Car, Pickup Truck, RV, Van
    • Naval
      • Airboat, Cabin Cruiser, Inflatable Raft, Jetski, Kayak, Large Yacht, Motorboat, Sailboat, Small Yacht, Speedboat, Windsurfer, Wooden Raft
    • Air
      • Glider, Helicopter, Light Jet, Piston Aircraft, Sport Plane, Turboprop Aircraft
    Commercial
    • Land
      • Box Truck, Bus, Garbage Truck, Semi-Truck, Specialty Truck, Tow-Truck
    • Naval
      • Brig, Container Ship, Cruise Ship, Large Ferry, Pontoon, Small Ferry, Tanker, Trawler
    • Air
      • Agricultural Plane, Airbus, Cargo Plane, Commuterliner, Concord, Floatplane, Jumbo Jet, Mid-size Jet, Narrow Body Aircraft, Regional Aircraft, Water-Bomber, Wide Body Airliner
    Military
    • Land
      • ACCV, Anti-Tank Vehicle, Tank, Forward Observation Vehicle, Mobile Mortar, Mobile Howitzer, Mobile Rocket, Armored Reconnaissance, Armored Troop Carrier, Combat Engineering Vehicle, Support Vehicle, Armored Recovery, Ordinance Clearance, Vehicle, Unmanned Land Vehicle, Light Utility, Cargo/Troop Carrier, Special Operations Vehicle
    • Naval
      • Combat/Assault Transport, Command Ship, Attack Submarine, Submarine, Missile Submarine, Guided Missile Destroyer, Coastal Patrol Ship, Guided Missile Cruiser, Mine Countermeasures Ship, Fast Combat Support Ship, Hospital Ship, Aircraft Carrier, Special Operations Naval Vehicle, Landing Craft, Amphibious Assault Ship
    • Air
      • Military Helicopters
        • Attack Helicopter, Black Hawk, Chinook, Combat Transport Helicopter, Little Bird, Osprey, Utility Helicopter
      • Fixed Wing Aircraft
        • Air Support Aircraft, Bomber, Fighter, Stealth Aircraft, Stealth Bomber, Unmanned Aircraft

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