Base Class: Fighter
"In life, war. In death, peace. In life, shame. In death, atonement."
— Final litany of the Litany of Sacrifice, recited by Krieg Korpsmen when entering battle
The Imperial Shock troops, or the Death Korps, is the name given to all of the Astra Militarum regiments that originate from the devastated death lands of krieg. Krieg was the site of a rebellion against the Imperium and fought to purge the heretical rebels. After all those years of destruction and bitter trench warfare, Krieg was reduced to a scorched husk of a world composed of dust and mud whose surviving people were forced to retreat into underground cities to survive the toxic and dangerous environment. The Death Korps of Krieg is a siege specialist regiment of the Imperial Guard and the regiments raised on Krieg seek to repent for their former treachery against the Emperor by displaying a disturbing disregard for their own lives in combat. Death Korps troops excel at wars of attrition and defensive combat in particular.
Modern Arms Proficiency
Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, explosives and vehicles of war, allowing you to add your proficiency bonus to attacks made with firearms, crafting explosives or operating vehicles of war.
In addition, you gain a new item, a gasmask. As an action, you can equip your gasmask to gain immunity to airborn poisons and toxins.
Gunsmith
Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.
Firearm Properties
Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
Bayonet. Two-handed weapons can be fitted with a bayonet, giving you to option to make a melee attack with your rifle. Magical swords can be used as a bayonet, unless they heavy the heavy or two-handed trait. A normal Bayonet deals 1d6+dex piercing damage.
Ammunition
All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.
Firearms
| Name | Cost | Ammo | Damage | Weight | Range | Properties |
|---|---|---|---|---|---|---|
| Revolver | 25g | 2g (20) | 1d6 piercing | 1 lb. | (30/120) | |
| Heavy Pistol | 50g | 4g (20) | 1d10 piercing | 3 lb. | (60/240) | |
| Bolt action rifle | 150g | 5g (20) | 1d12 piercing | 10 lb. | (120/480) |
|
| Pepperbox | 200g | 4g (20) | 1d10 piercing | 5 lb. | (80/320) | |
| Trenchgun | 250g | 5g (5) | 2d8 piercing | 10 lb. | (15/60) | |
| Bad News Kyber Rifle | Crafted | 10g (5) | 2d12 force | 25 lb. | (200/800) |
|
| Kyber Rifle | Crafted | 20g (40) | 2d8 fire | 10 lb. | (150/300) |
Quickdraw
When you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.
Expertly Trained
Starting at 7th level, your movement speed increases by 10ft. and quarter cover now counts as half cover for you.
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your dexterity modifier.
Bomb crafter
Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft explosives at half the cost, disarm explosives or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate explosives are only available through crafting.
IED. Over the course of a short rest, you can produce an Improvised Explosive Device (IED). A IED can be customized to suit your needs, but will exclusively deal 3d6 piercing damage, a dud score of 5 and have a throwning range of 30ft. Arming time is optional, so is the trigger mechanism
Explosive Properties
explosives are a new and volatile technology, and as such bring their own unique set of properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Explosives are Thrown Weapons.
Arming time. Some explosives have an arming time, showing the amount of turns before it explodes.
Dud. All explosives have a dud score. When you trigger an explosive to go off, roll a d20, if the number is equal to, or lower than the dud score, the explosive doesn't detonate.
Blast Range. Different explosives have different blast ranges. The blast range is detailed in the explosive properties.
Saving Throws.
Some of your explosives require your targets to make a saving throw to resist the effects. The saving throw DC is calculated as follows:
Explosive save DC = 8+ proficiency modifier + your intelligence modifier
|
Name |
Cost |
Damage/effect |
Weight |
Save |
Properties |
|
Grenade |
5gp |
3d6 Piercing |
1 lb. |
Dex |
Thrown (30ft), Dud (3), arming time (0), Blast range (10ft) |
|
Concussion Grenade |
10gp |
2d8 Thunder, Deafend (1 turn) |
1 lb. |
Con |
Thrown (30ft), Dud (3), arming time (0), Blast range (5ft) |
|
Flash Grenade |
10gp |
2d4 Thunder, Blinded (1 turn) |
1 lb. |
Con |
Thrown (30ft), Dud (3), arming time (0), Blast range (5ft) |
|
Land mine |
15gp |
5d6 piercing, prone (1 turn) |
5 lb. |
Dex/ Wis to spot |
Buried, Dud (5), arming time (1), blast range (15ft) |
|
Breaching Charge |
20gp |
3d10 force, target behind door or wall is stunned (1 turn) |
10 lb. |
Con |
Dud (1), arming time (trigger), blast range (5ft, directional) |
|
Gas Grenade |
10gp |
8d6 poison, poisoned condition (3 turns) |
1 lb. |
Con |
Thrown (30ft), Dud (3), arming time (0), Blast range (20ft) |
|
Incendiary Grenade |
20gp |
3d8 fire |
1 lb. |
Dex |
Thrown (30ft), Dud (3), arming time (0), Blast range (10ft) |
Self Sufficient Soldier
Upon reaching 10th level, you gain expertise with Tinker’s Tools. You also gain the option to create heavy weaponry, and create new drafts for such weapons.
Firearm Properties
Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
Heavy. Small creatures have disadvantage on Attack rolls with heavy Weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively.
Deployed. Some weapons need to be deployed as a bonus action to be used due to their extraordinary weight or recoil.
Area of Effect. Some weapons use an area of effect, usually stronger explosives.
Burst. Some weapons fire in burst modes. This means they fire several times per attack, each requiring a separate attack roll.
Ammunition
All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.
|
Name |
Cost |
Ammo |
Damage |
Weight |
Range |
properties |
|
Flamethrower |
300gp |
10gp (4 fuel cells, 4 usages per cell) |
4d6 Fire |
15 lb. |
15ft cone |
Heavy, Two-handed, Reload (4), Area of effect (15ft cone), misfire (3) |
|
LMG |
300gp |
20gp (4 cardridges, 30 rounds per cardridge) |
2d6 Piercing |
20 lb. |
(30/90) |
Heavy, Two-handed, Reload (30), Burst (4), Deployed misfire (5) |
|
Nail Laucnher |
450gp |
20gp (1 titanium nail) |
4d8 Piercing |
10 lb. |
(300/900) |
Heavy, Two-handed, Reload (1), misfire (4) |
|
Lightning Gun |
600gp |
120gp (1 lightning crystal, 4 uses per crystal) |
4d12 Lightning |
10 lb. |
(30/60) |
Heavy, Two-handed, deployed, Reload (1), Misfire (5) |
|
Mortar |
200gp |
20gp (1 fragmentation shell) |
6d6 Slashing |
30 lb. |
(300/900) |
Heavy, Deployed, Reload (1), Misfire (3), Area of Effect (20ft sphere) |
|
Broadsider |
600gp |
5gp (1 canonball) |
3d6 Bludgeoning |
40lb. |
(40/120) |
Heavy, Two-handed, Reload (1), Misfire (3) |
Adept Marksman
when you reach 15th level in this class, your weapon attacks score a critical hit on a roll of 19 or 20.
Hemorrhaging Critical
Upon reaching 15th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn.
Empty the Mag
At 18th level, you have perfected your trigger discipline, being able to fire until you run out of ammunition. Once per short rest, you can use this feature to top off your magazine and empty it in the same turn, you can use your bonus action to reload your weapon as well.
Each shot of the rifle requires a separate attack roll.
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