TEXT:  
  A 5E Primer to 
  Rifles 
  Mortars & Miniguns 
  Modern and Magical Weapons for Fifth Edition Games 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
                One Dwarf Army Games 
  
   
   
  2 
  ZANE'S GUIDE TO RIFLES 
  WRITTEN BY GEORGIOS CHATZIPETROS 
  ONEDWARFARMY.COM 
  This e-book contains all the open game content from Zane’s Guide to Rifles, a 
  sourcebook of modern and magical pistols for Fifth Edition Games. Get the full 
  guide for 20 magical rifles, new character options and, of course, Zane’s eccentric 
  commentary. 
  About the Author 
  Zane Ironheart 
  Dwarf mercenary, explorer extraordinaire, lifetime adventurer. Zane was forced to flee the 
  safety of his underground homeland at an early age, due to a somewhat heated argument with 
  the king’s tax collector, and has never looked back ever since. He once beat the Duke of the 
  Seventh Layer of Hell in a fiddle-playing contest. A self-certified gun nut, Zane has shot half of 
  the guns in the multiverse and been on the receiving end of the other half. He is eager to share 
  his wisdom and experience about life, adventures and, above all, guns in his own particular 
  idiom. 
   
   
   
   
   
   
   
   
    
   
  
   
   
  3 
  ZANE'S GUIDE TO RIFLES 
  Guns 101 
  All the things you need to know about firearms but 
  were too afraid to ask.  
  Malfunctions 
  Due to the complex mechanical nature of firearms, 
  there are a lot more things that can go wrong with 
  them when compared to simpler ranged weapons like 
  bows or crossbows. When an attack roll with a gun 
  scores "1" on the d20, the weapon jams and will not 
  work again until you have used an action to clear the 
  jam. 
  Rate of Fire  
  Some guns may be able to shoot multiple rounds per 
  attack. A weapon's Rate of Fire (RoF) shows the 
  different modes under which it can operate. If more 
  than one mode is listed, you have to select the one you 
  wish to use before each attack.  
  Single shot 
  The weapon fires one round of ammunition per 
  attack.  
  Burst fire 
  The weapon can fire short bursts, improving its 
  damage output. A burst consumes 3 rounds of ammo, 
  but allows you to roll an additional damage die if the 
  attack hits. For example, a gun with 2d4 damage will 
  do 3d4 damage when firing a burst. 
  Burst fire is prone to jamming the gun: a malfunction 
  occurs on a roll of 1-2.   
  Full auto 
  Instead of attacking a single target, the weapon can 
  spray a 10-foot cube within its long range with 
  bullets. Every creature in that area must make a 
  Dexterity saving throw with DC 8 + your Dexterity 
  modifier (plus your proficiency bonus if you are 
  proficient with the weapon) and suffers the attack's 
  damage on a failed save, or no damage with a 
  successful save. If the distance to the targeted area is 
  beyond the weapon's normal range, targets have 
  advantage on their saving throws.  
  A full auto attack consumes 10 rounds of ammo. Most 
  weapons can only perform one full auto attack per 
  round, even if you are capable of multiple attacks.  
  Full auto is more prone to jamming the gun: a 
  malfunction occurs on a roll of 1-3.  
  Ammo and Reloading 
  A gun with no bullets is just an expensive club. Every 
  firearm has an Ammo score showing how many 
  rounds of ammunition it can hold in its magazine. 
  Each attack will drain at least one round of ammo 
  from the magazine, possibly more if the weapon fires 
  in burst or full auto mode. Once all ammo has been 
  used up, the weapon must be reloaded before it can 
  be fired again. Reloading requires an action, as well as 
  access to a suitable amount of fresh ammunition. You 
  can also prematurely reload the weapon if you don't 
  want to run out of ammo at an unfortunate moment. 
  Ammunition 
  Value 
  Weight 
  .338 bullets (50) 
  80 gp 
  6 lb. 
  .50 bullets (50) 
  100 gp 
  8 lb. 
  5.56mm bullets (50) 
  60 gp 
  4 lb. 
  7.62mm bullets (50) 
  70 gp 
  5 lb. 
   
   
   
  
   
   
  4 
  ZANE'S GUIDE TO RIFLES 
  Classic Guns 
  The bread and butter of any beginner adventurer ready 
  to head off into the wild. Check with your favorite gun 
  store for availability. 
  Assault rifle 
  The workhorse of any respected army. Not the hardest-
  hitting or longest-reaching, but its three different 
  modes of fire offer unbeaten versatility. 
  Type 
  Martial ranged 
  Damage 
  2d6 piercing 
  RoF 
  Single shot, burst fire or full auto 
  Range 
  150/600 
  Ammo 
  30 (5.56mm bullets) 
  Weight 
  7 lb. 
  Cost 
  1000 gp 
   
  Large: This is a two-handed weapon. 
  Battle rifle 
  Looks like an assault rifle, but packs a bigger punch. 
  Limited to three-round bursts for greater control. If 
  you like to spray bullets like a maniac, perhaps you’d be 
  better off with a minigun? 
  Type 
  Martial ranged 
  Damage 
  2d6 piercing 
  RoF 
  Single shot or burst fire 
  Range 
  200/800 
  Ammo 
  20 (7.62mm bullets) 
  Weight 
  9 lb. 
  Cost 
  1200 gp 
   
  Large: This is a two-handed weapon. 
  Stopping power: After a shot hits you can reroll one 
  damage die, keeping the new result. 
  Fifty Cal 
  The illegitimate child of a cannon and a sniper rifle. 
  This is a weapon only the strongest can handle, with 
  stopping power that only the toughest can withstand. 
  Type 
  Martial ranged 
  Damage 
  2d8 piercing 
  RoF 
  Single shot 
  Range 
  600/2400 
  Ammo 
  6 (.50 bullets) 
  Weight 
  30 lb. 
  Cost 
  2000 gp 
   
  Brace: Your attack roll has disadvantage if you have 
  moved on your turn prior to firing. 
  Heavy recoil: Requires Strength 16 or higher to use 
  effectively (14 or higher when fired from a prone 
  position); 
  a 
  lower 
  Strength 
  inflicts 
  tactical 
  disadvantage on attack rolls. 
   
   
  Poor CQB: Attack rolls against targets within 10 feet 
  have disadvantage. 
  Reliable: Does not suffer from malfunctions. 
  Slow rate of fire: Cannot attack more than twice on 
  your turn, even if you are able to perform more 
  attacks. 
  Stopping power: After a shot hits you can reroll one 
  damage die, keeping the new result. 
  Very large: This is a two-handed, heavy weapon. 
  Marksman rifle 
  Doesn’t have the autofire capabilities of an assault rifle 
  and lacks the range of a true sniper rifle. What is the 
  point? Glad you asked! You get the reliable rate of fire 
  of a semi-auto rifle, a nice scope with more than decent 
  accuracy for longshots and greater mobility than the 
  more cumbersome sniper rifles. If it’s good enough for 
  the 106th Elven Dawn Rangers, it’s good enough for 
  you! 
  Type 
  Martial ranged 
  Damage 
  2d6 piercing 
  RoF 
  Single shot 
  Range 
  300/1200 
  Ammo 
  10 (7.62mm bullets) 
  Weight 
  11 lb. 
  Cost 
  1500 gp 
   
  Large: This is a two-handed weapon. 
  Poor CQB: Attack rolls against targets within 10 feet 
  have tactical disadvantage. 
  Stopping power: After a shot hits you can reroll one 
  damage die, keeping the new result. 
  Sniper rifle 
  Probably my favourite of the bunch, this high-powered 
  bolt-action rifle has great accuracy over long distances. 
  Find yourself a nice vantage point and snipe to your 
  
   
   
  5 
  ZANE'S GUIDE TO RIFLES 
  heart’s delight. Just a word of warning though: be wary 
  of the slow rate of fire and pick your shots carefully! 
  Also, don’t get caught in close quarters with this gun. 
  That’s why they make shotguns. 
  Type 
  Martial ranged 
  Damage 
  2d8 piercing 
  RoF 
  Single shot 
  Range 
  500/2000 
  Ammo 
  8 (.338 bullets) 
  Weight 
  15 lb. 
  Cost 
  1700 gp 
   
  Brace: Your attack roll has disadvantage if you have 
  moved on your turn prior to firing. 
  Heavy recoil: Requires Strength 14 or higher (12 or 
  higher when fired from a prone position) to use 
  effectively; 
  a 
  lower 
  Strength 
  inflicts 
  tactical 
  disadvantage on attack rolls. 
  Large: This is a two-handed weapon. 
  Poor CQB: Attack rolls against targets within 10 feet 
  have disadvantage. 
  Reliable: Does not suffer from malfunctions. 
  Slow rate of fire: Cannot attack more than on your 
  turn, even if you are able to perform more attacks. 
   
   
  Rifles at a glance 
  Weapon 
  Type 
  Damage 
  RoF 
  Range 
  Ammo 
  Weight 
  Cost 
  Keywords 
  Assault rifle 
  Simple 
  2d6 P 
  S/B/F 
  150/600 
  30 
  7 lb. 
  1000gp 
  Large 
  Battle rifle 
  Simple 
  2d6 P 
  S/B 
  200/800 
  20 
  9 lb. 
  1200gp 
  Large, Stopping power 
  Fifty Cal 
  Simple 
  2d8 P 
  S 
  600/2400 
  6 
  30 lb. 
  2000gp 
  Brace, Heavy recoil, Poor 
  CQB, Reliable, Slow RoF, 
  Stopping power, Very 
  Large 
  Marksman 
  rifle 
  Martial 
  2d6 P 
  S 
  300/1200 
  10 
  11 lb. 
  1500gp 
   Large, Poor CQB, 
  Stopping power 
  Sniper rifle 
  Simple 
  2d8 P 
  S 
  500/2000 
  8 
  15 lb. 
  1700gp 
  Brace, Heavy recoil, 
  Large, Poor CQB, Reliable, 
  Slow RoF 
   
  
   
   
  6 
  ZANE'S GUIDE TO RIFLES 
  The Exotic Stuff 
  If you’ve fired all the rifles you can find at your local 
  shooting range, check the beauties detailed below. 
  They might be hard to come by, but they’re worth every 
  cold, rainy night you spent adventuring to get them. 
  Angry Zeus 
  Nothing says “smite them!” like lightning! Shoot 
  electrified shots with the fury of a Greek god who just 
  caught his wife with his head priest. Solid shots may 
  stun your foes, leaving them open for even more 
  smiting. 
  Battle rifle, rare  
  Requires attunement 
  Value: 18,000 gp 
  The Angry Zeus does an extra 1d6 lightning damage 
  per hit. 
  Shock and awe: On a critical hit or when the lightning 
  damage die rolls 6, the target must make a DC 15 
  Constitution saving throw to avoid being stunned for 
  1d6 rounds; creatures with lightning resistance have 
  advantage on their saving throws, while those 
  immune to lightning damage are not affected at all. A 
  stunned creature makes a new saving throw at the 
  end of each of its turns and recovers from being 
  stunned on a successful save. 
  Chain Reaction 
  Shots destabilise quantum coherence on a subatomic 
  level… I think. Look, it makes people explode in a huge 
  fireball when they die. Funny as hell. Just mind the 
  collateral damage. 
  Sniper rifle, legendary 
  Value: 510,000 gp 
  The Chain Reaction gains a +2 bonus to attack and 
  damage rolls. 
  Now I am become death (requires attunement): 
  When the Chain Reaction drops a target to 0 hit 
  points, that creature explodes in a fireball. Each 
  creature in a 20-foot-radius sphere must make a DC 
  14 Dexterity saving throw and takes 8d6 fire damage 
  on a failed save, or half as much damage on a 
  successful one. The fireball’s damage is increased to 
  12d6 if the killing shot was a critical hit. 
  Emerald Seer 
  Not the most powerful gun out there, but it has a rather 
  unique ability that is of great interest to rogues, spies 
  or the town gossiper. Fires an invisible sensor that can 
  be used to eavesdrop and spy on the unsuspecting 
  target. Knowing the enemy’s plan is half the battle after 
  all. 
  Sniper rifle, uncommon 
  Requires attunement 
  Value: 8,500 gp 
  When you make an attack with the Emerald Seer, you 
  can choose to fire an invisible, silent, bullet-sized 
  sensor that attaches itself to the targeted creature or 
  object without inflicting any damage. The sensor 
  works as a clairvoyance spell for the next 10 minutes, 
  but you have to be within 1 mile to benefit from it. The 
  weapon can't be used this way again until the next 
  dawn. 
  Zeta 
  Fantastic 
  Mark 
  One 
  The Swiss Army knife of assault rifles! Poison-tipped 
  arrows, a mini rocket launcher, freeze ray, even a net 
  launcher for non-lethal takedowns. It can’t make 
  coffee, but you can use the built-in flamethrower to boil 
  the water. Did I mention it also fires bullets? And with 
  the patented Replay Shot ™ extra accuracy system 
  nevertheless. 
  Assault rifle, very rare 
  Value: 100,000 gp 
  The Zeta Fantastic Mark One has a +1 bonus to attack 
  and damage rolls. It has 6 charges and regains 1d6 
  used charges daily at dawn. 
  Replay shot (requires attunement): After you have 
  hit a creature with this weapon, further shots against 
  the same target gain a +2 bonus to the attack roll and 
  negate any AC bonus from cover. This effect lasts until 
  you hit a different creature or the encounter ends. 
  So many choices (requires attunement): While 
  holding the Zeta Fantastic Mark One, you may use an 
  action and spend 1 or 2 charges to use one of the 
  following features: 
  
   
   
  7 
  ZANE'S GUIDE TO RIFLES 
   
  Flamethrower (1 charge): Every creature 
  inside a 15-foot cone must make a DC 15 
  Dexterity saving throw and takes 4d6 fire 
  damage on a failed save, or half as much 
  damage on a successful save. 
   
  Freeze ray (2 charges): Choose a creature you 
  can see within 60 feet. The target must make 
  a DC 15 Strength saving throw (creatures 
  with cold resistance have advantage on their 
  saving throws, while those immune to cold 
  damage are not affected at all) and is 
  paralysed for 2d6 rounds on a failed save. A 
  paralysed creature makes a new saving 
  throw at the end of each of its turns and is no 
  longer paralysed on a successful save. 
   
  Netcaster (1 charge): Fires a net at a creature 
  you can see up to 30 feet away. A successful 
  ranged attack roll is required to hit and 
  restrain the target. The net follows the 
  normal rules for nets, except that it requires 
  a DC 14 Strength check or 120 slashing 
  damage to break free from it. 
   
  Poison bolt (1 charge): Make a ranged attack 
  roll against a creature you can see. On a hit, 
  the target takes 1d8 piercing damage and 
  must make a DC 15 Constitution saving 
  throw. A failed save means that the target 
  takes 2d10 poison damage and is poisoned 
  for 2d6 rounds. On a successful save, the 
  target takes only takes 1d10 poison damage 
  and is not poisoned. 
   
  Rocket launcher (2 charges): Fires a small 
  rocket at any point you can see within 300 
  feet. Every creature inside a 20-foot sphere 
  must make a DC 15 Dexterity saving throw 
  and takes 6d6 fire damage on a failed save, or 
  half as much damage on a successful save. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  8 
  ZANE'S GUIDE TO RIFLES 
  Legal Information 
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  15 COPYRIGHT NOTICE 
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; 
  Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, 
  Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and 
  Steve Townshend, based on original material by E. Gary Gygax and Dave 
  Arneson. 
  Zane’s Guide to Pistols Copyright 2016, Georgios Chatzipetros. 
  Zane’s Guide to Rifles Copyright 2016, Georgios Chatzipetros. 
  A 5E Primer to Rifles Copyright 2016, Georgios Chatzipetros. 
  Declaration of Open Content 
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