A Soviet-designed, gas-operated, magazine-fed assault rifle with a calibre of 7.62 millimetres, used for automatic or semiautomatic fire.:
The AK-47 was originally equipped with a buttstock, handguard and an upper heat guard made from solid wood. With the introduction of the Type 3 receiver the buttstock, lower handguard and upper heat guard were manufactured from birch plywood laminates Such engineered woods are stronger and resist warping better than the conventional one-piece patterns, do not require lengthy maturing, and are cheaper. The wooden furniture was finished with the Russian amber shellac finishing process.
Rate of fire
The AKM has three modes of firing regulated by the selector switch: safe, when it cannot fire; semiautomatic, for the squeezing off of single shots; and automatic, to spit lead at a rate of 700 rounds per minute
semiautomatic 1 round fired per 6 second attack round
automatic 116 round fired per 6 second attack round or 4-10 rounds per squeeze DM to roll 1d6+4 rounds (player has no control)
The standard mag is 30.
smaller mags. hold 10
The drum mag from the RPK fits the AK and holds 75 rounds.
You can use a bonus action to change magazines
To reload a magazine to the full 30 round will take if proficient 1x 60 sec round if not proficient and rushing 3x 60 sec rounds
Damage semiautomatic is 1d10 per round per hit if proficient / non-proficient 1d8 per round
Damage Automatic is 1d8 per round hit if proficient / non-proficient 1d6 per round
The weapon will Jam on the critical roll of a 1 and take 3 x action rounds 3x6 seconds to un-jam if proficient /un-proficient it will take 10 rounds. If a critical 1 is rolled twice in any combat turn there is a 10% chance of breakage or breach explosion 3d10 damage to wielder(see conditions) (no save for half) this will also destroy the weapon .
Rounds can be re-created by a level 10 artificer (The cartridge) at the rate of 10 per day from scratch . The power ingredients (Gun powder) must be mixed by a level 10 alchemist due to the difference in powder purity (cost 5gp per round) if the cartridge is used then collected the artificer can refill and 50 rounds per day. THE ROUNDS CAN BE MADE WITH STANDARD BLACK POWDER WITH A 5% ACCUMULATIVE (PER ROUND) CHANCE OF BREACH EXPLOSION (see conditions) resulting in destroying the weapon and receiving 5d10 damage(no save for half).
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.
Notes: Ranged Weapon Attack: Piercing, Unconscious, Range, Two-Handed, Ammunition (Firearms), Burst Fire, Reload
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: Ranged Weapon Attack: Piercing, Unconscious, Range, Two-Handed, Ammunition (Firearms), Reload, Sap
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