Weapon (rifle, automatic), unknown rarity

The chaingun is a six-barrelled belt-fed automatic weapon. The rotating multiple barrels allow the weapon to fire short bursts without overheating.

Ammunition

Your built-in ammunition belt holds 300 bullets. 

To buy bullets you have 2 options. You can buy fitting bullets for 2gp each, or buy non-iron waste-metal bullets for 2 sp each. These prices are halved if you make your own bullets from ingot/scrap.

Your ammunition belt is filled from the back, so if you have reloaded with bullets from the waste-metal bullets or bullets from pistols, small firearms (i.e. bullets not the size made for Bad News or similar calibre), your damage is halved (you roll 1d8 instead of 2d8). This lasts until your ammunition belt reaches normal bullets again.

Spin Up

Before you can make attacks with the 2B Gun, it must spin up. This takes a bonus action. The chamber keeps spinning for 10 rounds regardless of usage.

2B or not 2B attack

You can use your action to make an attack with the gun. The gun's range is 30/90. The first creature within a 5 ft. wide line must make a DC 15 Dexterity Saving Throw or take 2d8 damage. On a successful save the damage is halved. At long range, the DC of the Saving Throw is reduced to 12

After using this action, your movement is reduced by 15 ft. for the rest of your turn. You cannot use this action unless you have 15 ft. movement left in your turn.

A third arm that's a gun

You must spend 8 hours in one sitting in order to integrate the Gun into your upper-torso. Due to the nature of the process, you take 1d10 slashing damage at the beginning of the integration and you gain a 1st level Exhaustion afterwards until you healed the inflicted damage or have taken a Short Rest.

Following the integration, the Gun is controlled without effort by your thoughts and you can aim, spin and to some extent move it on its base as you see fit without hands or concentration.

This item can only be integrated into constructs or Warforged.

It’s up to you to decide whether a character has proficiency with a firearm. Characters in most D&D worlds wouldn’t have such proficiency. During their downtime, characters can use the training rules in the Player’s Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.


This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.

Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.

Notes: Damage, Utility, Combat, Range, Two-Handed, Ammunition (Firearms), Burst Fire, Reload, Slow

Item Tags: Damage Utility Combat

stupidshade

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