The AWK is the kit required to arm the M1/M2 tank series and others in its series with a canon of varying sizes (below)
M1A1: 75 MM
M1A2: 78 MM
M2A1 100 MM
M2A2 105 MM
There is special ammunition for these guns which can be found at "Tank Ammunition (Shells)"
To fire these guns you will need to spend a bonus action to open the ammunation hatch and a action to insert the ammo.
After this is complete you can use a Bonus action to range-find (Advantage on attack) and a action to fire
There are also 2 machine guns which these can be found "M2 Browning (MG)"
These are located at the following position 1 is mounted on the roof (right turret hatch aka commander) and one is inside (left turret hatch aka gunner/loader)
To fire these machine guns you will need 5 feet of character movement for the exterior to use an action to fire off a 1d20 burst
if the machine gun is used 3 actions in a row then roll a 1d10 to see if the machine gun jams due to overheat (1 is a crit fail causing the barrel to melt 2-5 failure 6-10 success)
To unjam the gun roll a Maintenance check of 12 or higher if the barrel melts it is unusable and must be replaced (refer to M2 browning item)
2 More M2's can be installed 1 on the left turret hatch and 1 on the rear of the turret.
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.
Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Notes: Range, Two-Handed, Ammunition (Firearms), Reload, Sap
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