The Automatic Magi-Tech Kalashnikova Model 47 was once the main-stay weapon of the Cor-Atria Military. A reliable and well rounded weapon, the AMTK-47 saw little change over its 90 year service history. -History or Cor-Atria's Weapons
This weapon does a base 1d8 piercing damage per hit. Reload 30 Misfire 2 (900/1600)
DC12+Dextarity Modifier for saves for targeted creatures.
Single Fire - Fire a single shot, critical hits do 4x damage (Crit18)
Burst Fire - Fire a 3-round burst in a line towards an enemy.
Suppressive Fire - As an action you can decide to lay down some suppressive fire on an enemy. This ability uses 5 ammunition per round. You select one target within range and give them disadvantage on all attacks they make until the beginning of your next turn. If the target moves 5ft or more you are allowed an opportunity attack at advantage.
Empty the Clip - As an action, instead of a controlled burst or a single shot you hold down the trigger and fire every remaining bullet in the clip. You fire everything left in your clip, sending every bullet down range in a blind hail of metal death. Each creature in a 60-foot cone must make a Dexterity saving throw A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.
Tactical Reload - As a bonus action, as long as the weapon is not empty, you can reload to either refill the clip or change to a specialty Ammo
Elemental Ammo - This weapon can be loaded with Elemental or Special Ammo to change the damage type
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.
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.
THIS IS UNOFFICIAL MATERIAL
These game mechanics are usable in your campaign if your DM allows them but not refined by final game design and editing. They aren’t officially part of the Dungeons & Dragons game and aren’t permitted in D&D Adventurers League events unless otherwise stated.
Notes: This weapon costs 150Gp in new condition. Ammo Types available are: Acid, Cold, Fire, Lightning, Poisoning , Two-Handed, Reload, Misfire
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