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- // Modern Weapons - Simple Ranged Weapons
- var iFileName = "Modern Weapons - Simple Ranged Weapons.js";
- RequiredSheetVersion(13);
- SourceList["MW"] = {
- name: "Modern Weapons",
- abbreviation: "MW",
- group: "Homebrew",
- url: "https://www.gmbinder.com/share/-M8CqWP2BL4GITsgyDM2",
- date: "2025/01/05"
- };
- WeaponsList["dart_gun"] = {
- name: "Dart gun",
- type: "Simple",
- list: "Modern Ranged, Simple",
- damage: [0, 0, ""],
- range: "40/120 ft",
- weight: 3,
- description: ["Ammunition", " reload 1"],
- ability: 2,
- abilitytodamage: true,
- regExpSearch: /Dart gun/i,
- source: ["MW", 0],
- tooltip: "This air-dart gun fires a needle via an air compressor. The needle itself inflicts no damage, but it can deliver an injection with any poison to the target. Each dart costs $0.5, and a vial of poison can coat three darts. You can read more about poisons in the chapter 8 of the Dungeon Master's Guide."
- };
- WeaponsList["pistol_light"] = {
- name: "Pistol, light",
- type: "Simple",
- list: "Modern Ranged, Simple",
- damage: [2, 6, "piercing"],
- range: "60/180 ft",
- weight: 3,
- description: ["Ammunition", " light", " reload 12"],
- ability: 2,
- abilitytodamage: true,
- regExpSearch: /Pistol, light/i,
- source: ["MW", 0]
- };
- WeaponsList["pistol_pocket"] = {
- name: "Pistol, pocket",
- type: "Simple",
- list: "Modern Ranged, Simple",
- damage: [2, 4, "piercing"],
- range: "20/60 ft",
- weight: 1,
- description: ["Ammunition", " covert", " light", " reload 7"],
- ability: 2,
- abilitytodamage: true,
- regExpSearch: /Pistol, pocket/i,
- source: ["MW", 0]
- };
- WeaponsList["revolver"] = {
- name: "Revolver",
- type: "Simple",
- list: "Modern Ranged, Simple",
- damage: [2, 8, "piercing"],
- range: "50/150 ft",
- weight: 2,
- description: ["Ammunition", " slow reload 6"],
- ability: 2,
- abilitytodamage: true,
- regExpSearch: /Revolver/i,
- source: ["MW", 0]
- };
- WeaponsList["rifle_hunting"] = {
- name: "Rifle, hunting",
- type: "Simple",
- list: "Modern Ranged, Simple",
- damage: [2, 10, "piercing"],
- range: "180/540 ft",
- weight: 8,
- description: ["Ammunition", " reload 1", " two-handed"],
- ability: 2,
- abilitytodamage: true,
- regExpSearch: /Rifle, hunting/i,
- source: ["MW", 0]
- };
- WeaponsList["shotgun_double_barrel"] = {
- name: "Shotgun, double-barrel",
- type: "Simple",
- list: "Modern Ranged, Simple",
- damage: [2, 8, "piercing"],
- range: "30/90 ft",
- weight: 7,
- description: ["Ammunition", " CQB", " reload 2", " two-handed"],
- ability: 2,
- abilitytodamage: true,
- regExpSearch: /Shotgun, double-barrel/i,
- source: ["MW", 0]
- };
- WeaponsList["taser_gun"] = {
- name: "Taser gun",
- type: "Simple",
- list: "Modern Ranged, Simple",
- damage: [0, 0, ""],
- range: "15/35 ft",
- weight: 2,
- description: ["Ammunition", " reload 5", " 1d4 lightning on hit, DC15 Con paralyze 1 turn, apply 1d4 lightning 1a per turn. Crea DC15 Con to break free."],
- ability: 2,
- abilitytodamage: true,
- regExpSearch: /Taser gun/i,
- source: ["MW", 0],
- tooltip: "A taser fires two small barbed darts intended to puncture the skin and remain attached to the target, then it applies a high-voltage, but low-current electrical charge. When you hit a creature, it takes 1d4 lightning damage and it must make a Constitution saving throw (DC 15) or be paralyzed until the end of your next turn. While the target is within range, on each of your turns for the next 4 rounds you can use your action to deal 1d4 lightning damage and maintain the target paralyzed. You can only have one creature under the taser effects, and on each of its turns it can use an action to make a Constitution check. On a success, it removes the darts and is no longer paralyzed.\n\nA taser must be recharged using a battery after five shots."
- };
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