5e Equipment (JJBA Setting)
Equipment
Weapons
The following weapons are in addition to all official weapons, which count as Common items, and replace official firearms.
Simple Ranged Weapons
RevolverSimple Ranged Weapons
Despite using rudimentary technology, revolvers have stood the test of time as reliable weapons capable of handling larger rounds without may chamber pressure limitations. Due to their simple design, they can typically take larger rounds than a handgun. |
HandgunSimple Ranged Weapons
Pistols are widely available across the world, from military and police to civilian use. |
Handgun, HeavySimple Ranged Weapons
Heavy handguns fire larger rounds, typically .50 caliber, and make for a heavier sidearm than a typical handgun. |
Pump ShotgunSimple Ranged Weapons
Shotguns fire a large spread of small, relatively low velocity projectiles with a single shot. While initially introduced into the military, their simple production and the use of body armor have made them mostly a non-issue for military personnel, leading to them being widespread on the civilian market. |
Double-Barrel ShotgunSimple Ranged Weapons
Even older than pump-action shotguns, double-barrel shotguns were some of the earliest handheld gunpowder weapons created, and as such have been outpaced in military use, making them exclusively civilian. |
TaserSimple Ranged Weapons
A taser is a less-lethal device primarily used by law enforcement that channels electricity into a target through a pair of barbs. If the target takes damage from a ranged attack with this weapon, they must attempt a DC 15 Constitution saving throw. On a failure, they are paralyzed until the end of their next turn. On a success, they are stunned until the end of their next turn. Creatures that are resistant to lightning damage have advantage on this saving throw, and creatures that are immune to lightning damage are immune to this effect. |
Martial Ranged Weapons
Bolt Action RifleMartial Ranged Weapons
The primary weapon of most militaries during the early World Wars era, bolt action rifles boast the first full-power cartridges ever developed, capable of tearing through infantry armor and covering entire battlefields in the hands of skilled marksmen. However, their cumbersome manual cycling and the advancement of technology eventually resulted in the modern automatic rifle, leading to these weapons mostly being used by hunters. |
Battle RifleMartial Ranged Weapons
An updated, semi-automatic variant to the now-outdated bolt action rifle, battle rifles are a direct upgrade, but cost significantly more to produce, and therefore buy. |
Submachine GunMartial Ranged Weapons
Using pistol rounds, a submachine gun is able to fire a large number of rounds in a relatively short amount of time. |
Automatic ShotgunMartial Ranged Weapons
Shotguns fire a large spread of small, relatively low velocity projectiles with a single shot. While most shotguns are largely civilian, automatic variants are typically significantly harder to obtain. |
Automatic RifleMartial Ranged Weapons
Using low-power rifle rounds, automatic rifles have become the most effective way to deal large amounts of damage capable of overcoming armor. |
Machine GunMartial Ranged Weapons
This massive firearm spits out a barrage of full-size cartridges. Newer models use multiple rotary barrels to keep from overheating. |
Rocket LauncherMartial Ranged Weapons
Rocket launchers are military devices primarily used to destroy buildings and vehicles in a single shot using a self-propelled explosive projectile. Each creature within 30 feet of where you fire this weapon at must make a DC 15 Dexterity saving throw or take 10d6 bludgeoning damage. On a successful save, a creature takes half damage.
A rocket launcher deals double damage against objects and structures. |
Grenades
| Weapon | Cost | ||||
|---|---|---|---|---|---|
| Grenade, Beehive | Rare | ||||
| Grenade, Concussion | Uncommon | ||||
| Grenade, Flare | Common | ||||
| Grenade, Fragmentation | Common | ||||
| Grenade, Incendiary | Uncommon | ||||
| Grenade, Nerve Gas | Very Rare | ||||
| Grenade, Smoke | Uncommon | ||||
| Grenade, Stun | Rare | ||||
| Grenade, Tear Gas | Very Rare | ||||
Other Weapons
| Weapon | Cost | ||||
|---|---|---|---|---|---|
| Anti-Personnel Mine | Rare | ||||
| Plastic Explosives | Rare | ||||
Ammunition
- Pistol Rounds (10)
Cost: Common
Weight: 1 lb.
These rounds can be loaded into handguns, revolvers, submachine guns, and ballistic knives.
- Heavy Pistol Rounds (10)
Cost: Uncommon
Weight: 1 lb.
These rounds can be loaded into revolvers and heavy handguns.
- Shotgun Shells (10)
Cost: Common
Weight: 1 lb.
These rounds can be loaded into pump action shotguns and double-barrel shotguns.
- Automatic Rifle Rounds (10)
Cost: Common
Weight: 1 lb.
These rounds can be loaded into automatic rifles.
- Rifle Rounds (10)
Cost: Uncommon
Weight: 1 lb.
These rounds can be loaded into bolt action rifles, battle rifles, and machine guns.
- Explosive Rocket
Cost: Rare
Weight: 1 lb.
This round can be loaded into a rocket launcher.
Special Ammunition Types
The following can be applied to any firearm's ammunition, and increase the ammunition's rarity by its own rarity (i.e. Common special pistol rounds are Uncommon, Rare special pistol rounds are Very Rare, Legendary special rocket rounds are Special Legendary).
| Adventuring Gear | Cost | Weight
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}}|} ArmorLight Armor
While these clothes bear no armor, their camouflage pattern makes the wearer difficult to stop in a variety environments. Choose one type of camouflage: arctic, coast, desert, forest, grassland, mountain, swamp, outdoor manmade, or indoor manmade. While wearing fatigues, you gain advantage on Stealth checks while in the chosen terrain.
Ranging anywhere from a gambeson, to hardened leather, to a weaker defensive vest, an extra layer of padding can reliably stop a dagger or grazed bullet, but not much else. This armor has a damage threshold of 5.
A chain shirt grants significantly more protection than cloth padding using a simple, cheap combination of chain rings. In modern armor, it is typically compressed in a vest, dispersing force and reducing penetration from attacks, while historically it was worn loose beneath clothing. This armor has a damage threshold of 7.
A thick piece of metal or ceramic shaped to the wearer's chest, a breastplate can typically deflect most direct blows from edged weapons and smaller calibers. This armor has a damage threshold of 10. Medium Armor
Hide armor is similar to padded armor, with the difference bein the replacement of simple cloth with hardened leather, making it significantly more protecting and heavier than padded armor. This armor has a damage threshold of 7.
Unlike a simple chain shirt, chain mail covers the wearer's entire body, but weighs significantly more. This armor has a damage threshold of 10.
With plates of metal or ceramic covering most of the wearer's body, half plate significantly lowers the chance for injury. This armor has a damage threshold of 12. Heavy Armor
Woven metal armor consists of strips of metal woven together with hardened leather, making it significantly lighter that other heavy armor, but heavier than any light armor. This armor has a damage threshold of 10.
Rather than rings, splint armor is constructed of metal strips riveted to much lighter armor, allowing nearly any armor to feasibly deflect bullets. This armor has a damage threshold of 14.
With plates covering the wearer's entire body, injury from anything but rifle rounds becomes highly unlikely, as does the wearer dodging such an attack. This armor has a damage threshold of 15.
Adventuring GearThe following equipment is available in addition to all official, non-magical equipment. Land Vehicles
Air Vehicles
Water Vehicles
Other Adventuring GearThe following items are readily available as adventuring gear. Items without a listed cost are Common.
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