Work on the next instalment of Zane’s Guides is progressing, and this time machine guns get the full Zane treatment! Here’s a little teaser on what you can expect from the full guide:
Heavy machine gun, very rare
The Fearless Guardian has a +1 bonus to attack and damage rolls.
Hold the line (requires attunement): Use an action and drop the Guardian to extend its tripod legs and place it in sentry mode. While in this mode, the Guardian is considered to be a creature with the following statistics:
Small construct, unaligned
Armor Class 18 (natural armor)
Hit Points 85
Speed 0 ft.
Str 18(+4), Dex 14(+2), Con 18(+4), Int 3(-4), Wis 10(+0), Cha 1(-5)
Damage immunities: poison, psychic.
Condition immunities: charmed, exhausted, frightened, paralysed, petrified, poisoned.
Senses: darkvision 120 ft., passive Perception 10
Multishot: The Guardian makes two ranged attacks.
Burst fire: Ranged Weapon Attack: +7 to hit, range 200/800, one target. Hit: 12 (2d8+3) piercing damage. The Guardian may reroll one damage die, keeping the new result. Uses 3 ammo.
Full auto: Ranged Weapon Attack: Sprays a 10-foot square with bullets. Save DC 14. Uses 10 rounds of ammo. See the Rate of Fire rules for more details.
The Guardian has no initiative of its own and will attack only when you command it to do so by using a bonus action. You must be within 300 feet in order to command it, but you don’t need to be able to see the Guardian. If it runs out of ammo, it will stop attacking and you will have to manually reload it with fresh ammunition.
Any damage taken by the Guardian while in sentry mode will remain until repaired by a gunsmith, at a cost of 10 gp per hit point restored. If the Guardian is reduced to 0 hp, it cannot function as a weapon until it is restored to at least 1 hit point, and the repair cost increases to 1000 gp for the first hit point restored and 10 gp per hit point for the rest.
You can use an action while next to the Guardian to pick it up, ending sentry mode.