TEXT: Modern Weapons, Armor, Vehicles and
  Items
  Armor
  from http://dnd.wizards.com/articles/features/my-new-d20-modern-campaig
  Modern Armor
  Armor
  AC
  Strength
  Stealth
  Properties
  Weight
  Light Armor
  Heavy Coat
  11+Dex
  -
  Disadvantage
  -
  6 lb.
  Leather Jacket
  11 + Dex
  -
  -
  -
  4 lb.
  Light undercover shirt
  11 + Dex
  -
  -
  DR-2 Ballistic
  2 lb.
  Kevlar-Lined Coat
  12+ Dex
  -
  -
  DR-2 Ballistic
  8 lb.
  Undercover vest
  13+ Dex
  -
  -
  DR-2 Ballistic
  3 lb.
  Medium Armor
  Concealable vest
  13 + Dex (max. 2)
  -
  -
  DR-3 Ballistic
  4 lb.
  Light-duty vest
  14 + Dex (max. 3)
  -
  -
  DR-3 Ballistic
  8 lb.
  Tactical Vest
  15 + Dex (max 2)
  Str 10
  Disadvantage
  Resistance: Ballistic
  10 lb.
  Heavy Armor
  Special Response Vest
  15
  str 10
  Disadvantage
  Resistance: Ballistic
  15 lb.
  Land Warrior Armor
  17
  str 13
  Disadvantage
  DR-5 Ballistic/Slashing
  10 lb.
  Forced Entry Unit
  18
  str 15
  Disadvantage Resistance: ballistic/slashing
  20 lb.
  M
  ost fire arms deal ballistic damage.
  Ballistic damage can be regarded as a
  subclass of piercing damage. Meaning,
  any creature or armor with piercing
  damage resistance also has resistance
  against ballistic damage. The reverse,
  however is not true. Creatures or
  armor with ballistic resistance still take full damage from
  piercing damage sources.
  When a firearm has a damage (Burst) notation, it can
  attack with increased damage at a trade-off for ammo. A
  single attack with burst-fire costs five bullets, as oposed to
  the usual one bullet. When a weapon runs out of ammo it
  costs a full action to reload, unless the character reloading
  has the quick-draw feat.
  The amount of ammo a gun's magazine can hold is
  determined by the Mag colomn in the firearms table. Some
  guns have space for extra ammo interanaly (indicated by, int)
  which can be pre-loaded but won't be refilled during combat.
  In addition, some guns have the option to use bulletbelts.
  This is indicated by the linked in the Mag colomn
  Attack Rolls with firearms are made with your strenght
  ability modifier. Attack Rolls for Side arms can also be made
  with your dexterity modifier.
  Firearm proficiencies
  from http://dnd.wizards.com/articles/features/my-new-d20-
  modern-campaign
  Firearm proficiencies by class
  Class
  Firearm Proficiency
  Bard
  Sidearm
  Barbarian
  Long Arms
  Cleric
  None
  Druid
  None
  Fighter
  Long Arms and Sidearms
  Monk
  Sidearms
  Paladin
  Long Arms and Sidearms
  Ranger
  Long Arms and Sidearms
  Rogue
  Long Arms or Sidearms
  Sorcerer
  none
  Warlock
  None
  Wizard
  None
  Heavy weapon proficiences can be gained by trading away
  any other weapon proficiency.
  
  Firearms and Explosives
  Inspired by the Shadowrun D20 Rulebook
  Sidearms
  Weapon
  Damage
  Damage (burst)
  Range
  Mag
  Ares Predator (.45 autoloader)
  2d8
  n/a
  30/60 ft.
  15
  Ares Viper (10mm autoloader)
  2d6
  4d6
  20/40 ft.
  30
  Beretta Model 101T (9mm autoloader)
  1d10
  n/a
  30/60 ft.
  12
  Browning Max Power (10mm autoloader)
  2d6
  n/a
  30/60 ft.
  10
  Colt American L36 (9mm autoloader)
  1d10
  n/a
  25/60 ft.
  11
  Fichetti Security 500 (9mm autoloader)
  1d10
  n/a
  30/60 ft.
  12
  Fichetti Security 500a (9mm autoloader)
  1d10
  n/a
  30/60 ft.
  25
  Remington Roomsweeper (20-g shotgun) ✠
  Varies
  n/a
  10 ft.
  8+1 int
  Ruger Super Warhawk (.44 magnum rev)
  1d10+1d4
  n/a
  30/60 ft.
  6
  Streetline Special (.32 autoloader)
  1d8
  n/a
  30/60 ft.
  6
  Walther Palm Pistol (9mm breech-loader)
  1d10
  n/a
  20/40 ft.
  2 int
  Defiance Super Shock Taser ✝
  1d6
  n/a
  5/10 ft.
  2 int
  ✝ The Defiance SST uses the sidearms skill. On a successful hit, a single dart deals 1d6 damage (Low Impact) plus 1d6 points
  of electricity (Energy) damage and the victim must roll a Fortitude save (DC 15 + electrical damage) or be paralyzed for 1d8
  rounds. Both darts can be fired simultaneously; in this case, roll one attack roll. On a successful hit, the target suffers 1d6 +1d6
  (Low Impact) damage plus 1d6 +1d6 electrical damage and must roll a Fortitude save (DC 15 + electrical damage) or be paralyzed
  for 2d8 rounds. If the target's armor negates the electrical damage, the victim is not required to make a saving throw
  Long Arms
  Weapon
  Damage
  Damage (burst)
  Range
  Mag
  AK-97 assault rifle
  2d8
  4d8
  70/140 ft.
  38
  AK-97 SMG
  2d8
  4d8
  40/80 ft.
  30
  AK-98 assault rifle
  2d10
  4d10
  70/140 ft.
  38
  Defiance T-250 (10-gauge shotgun)✠
  Varies
  n/a
  10ft.
  5+1 int
  Enfield AS-7 (12-gauge shotgun)✠
  Varies
  Varies
  30ft.
  10
  FN HAR (7.62mm assault rifle)
  2d10
  4d10
  90/180 ft.
  35
  HK HK227 (9mm submachine gun)
  1d10
  2d10
  50/100 ft.
  28
  HK HK227S (9mm submachine gun)
  1d10
  2d10
  40/80 ft.
  28
  Ingram Valiant (5.56mm LMG)
  2d8
  4d8
  100/200 ft.
  Linked
  Ranger Arms SM-3 (7.62mm sniper rifle)
  2d10
  n/a
  100/200 ft.
  6+1 int
  Remington 750 (7.62mm hunting rifle)
  2d10
  n/a
  80/160 ft.
  5+1 int
  Remington 950 (7.62mm hunting rifle)
  2d10
  n/a
  90/180 ft.
  5+1 int
  Uzi III (9mm submachine gun)
  1d10
  2d10
  40/80 ft.
  24+1
  ✠ The amount of damage done by a shotgun depends on the distance of the target. For every range increment (i.e. 10 ft. for the
  Defiance T-250) the amount of damage decreases according to the shotgun damage table below
  Shotgun damage Table
  Caliber
  1x Range
  2x Range
  3x Range
  10-guage
  3d8
  2d8
  1d8
  12-guage
  3d6
  2d6
  1d6
  20-guage
  2d6
  1d6
  1d4
  28-guage
  2d4
  1d4
  1d3
  2
  
  Heavy Weapons
  Weapon
  Strenght req.
  Damage
  Range
  Damage type
  Mag
  Assault cannon
  20
  4d10
  120 ft. / 240 ft.
  Ballistic
  20
  Heavy Machine Gun
  19
  4d8
  110 ft. / 220 ft.
  Balistic
  Linked
  Rocket Launcher
  2
  Varies
  70 ft. / 140 ft.
  Varies
  6
  Medium Machine Gun
  13
  2d10
  100 ft. / 200 ft.
  Ballistic
  Linked
  Missle Launcher
  10
  Varies
  300 ft.
  Varies
  4
  Rocket- and Missle Launchers can use varying ordinances. These ordinances can be found in the Explosives and ordanance
  table.
  In order to use a Missle Launcher it needs to be set up. assembling or disassemblng takes 1d6 turns.
  Explosives and ordanance
  Weapon
  Damage
  Radius
  Detonation
  Damage type
  Commercial Explosive
  3d6
  10 ft./20 ft.
  Remote
  Force
  Concussion Grenade
  4d6
  10 ft. / 30 ft.
  Timed (end turn)
  Concusion
  Frag. Grenade
  4d6
  5 ft. / 15 ft.
  Timed (end turn)
  Slashing
  Plastic Explosive
  6d6
  10 ft./30 ft.
  Remote
  Force
  Anti Personel Rocket/Missle
  10d6
  10 ft. /25 ft.
  Impact
  Slashing
  Anti-vehicle Rocket/Missle
  12d6
  5 ft.
  Impact
  Force
  High Explosive Rocket/Missle
  10d6
  10 ft./40 ft.
  Impact
  Concusion
  ✝ Concequences are up to the DM's discression.
  The Radius on explosive weapons indicates the size of the
  explosion. The first number indicate the distance from which
  the explosion deals full damage. The second number
  indicates the distance from which the explosion does half
  damage. Throwing a grenade requires a DC15 dexterity
  check. On a succes the grenade is thrown up to 60 ft., on a
  failure the grenade lands in a random spot.
  Missles
  Missles are guided explosives, and as such never
  miss. Missiles fired from a launcher do not arm
  until they pass 30 ft. Within 30 ft., the round will
  not detonate, but an impact against a creature or
  vehicle deals 5d6 bludgeoning damage.
  Characters caught in an explosian can make a DC 15
  Dexterity save, on succes they take half damage.
  Ability checks and
  Hacking tools
  From Unearthed Arcana: Modern Magic.
  Most characters in a modern campaign setting are well
  versed in using computers, and are automatically successful
  when employing technology for mundane tasks (searching a
  hard drive or the Internet, using the normal functions of an
  electronic device, and so on .
  For especially challenging technological tasks (finding
  hidden information on a computer, restoring information
  from a device that’s been erased, and so on , a character
  makes an Intelligence check against a DC set by the DM.
  However, some technical tasks—including breaking into
  protected computer systems, accessing hidden functions of
  electronic devices, or using a device in a way it was not
  designed for—require the use of specialized hacking tools.
  Hacking Tools.This kit contains the hardware and
  software necessary to allow access into most computer
  systems and electronic devices. Proficiency with hacking
  tools lets you add your proficiency bonus to any Intelligence
  checks you make to connect to or make use of a computer
  system or electronic device. The kit fits snugly in a backpack
  or toolbox.
  Vehicles
  Vehicle chases and combat is something any modern
  adventurer comes across, these encounters can ofcourse be
  played loose and with imagination, but for a more tactical
  experience you can refer to any or all of the following rules.
  (Inspired by Brainfist from www.rpgchrossing.com)
  Vehicle Control Basics
  Vehicles require proficience to be driven safely. A character
  without proficiency risks penalization from authorities or
  accidents.✝ Vehicle proficiencies are divided into several
  catagories: Civilian Cars, Civilian Bikes, Rowboats,
  Speedboats, Yachts, Sailing Ships, Oceanliners, Small
  Planes, Helicopters and Commercial Planes. In addition,
  any vehicle in a Militairy list requires the Militairy Vehicle
  Proficiency.
  Vehicle proficiencies can be gained instead of any other
  proficiency during character creation or leveling up.
  3
  
  Land vehicles
  Cars
  Vehicle
  Cost
  Size
  topspeed Turn Multiplier Crew/passengers
  Properties
  Sedan
  $1,700
  Medium
  820 ft.
  50
  1/4
  Rollcage
  Station wagon
  $3,000
  Medium
  820 ft.
  50
  1/6
  Rollcage
  Hatchback
  $2,100
  Medium
  650 ft.
  45
  1/4
  Rollcage
  Sportscar
  $500.000 Medium 1,640 ft.
  60
  1/1
  High Performance
  Van
  $23,000
  Large
  650 ft.
  45
  1/8
  Rollcage
  Truck
  $120,000
  Large
  550 ft.
  40
  1/1
  Armored Transport Vehicle $72,000
  Large
  380 ft.
  25
  1/8
  Armored, Military
  Tank
  $8.92M
  Huge
  130 ft.
  15
  4/1
  Armored, Military, Off-road
  Vehicle Proficiency Check
  Pulling dangerous manouvres, avoiding accidents, driving
  without proficiency and similair actions all require the
  following skillcheck: 
   
  d20 + dex + proficiency (+ militairy proficiency)
  Piloting a vehicle is considered a move action.
  Driving is never truely safe, but some situations are more
  dangerous than others. Whenever a vehicle moves more than
  150 ft. in a single turn any accident risks injury or death
  When a vehicle moves over difficult terain it can move no
  faster 1/4th it's speed or risk accidents.✝
  Vehicle Size
  The lenght of a vehicle is two times that of a charactar in the
  same size-catagory. For instance where a medium creature
  would ocupy a 5x5 ft. area, a medium vehicle would ocupy a
  5x10 ft. area. A Large creature would ocupy a 10x10 ft. area,
  but a Large vehicle wouold occupy a 10x20 ft. area
  Acceleration and Braking
  A vehicle can not achieve it's top speed in a single turn.
  Vehicle Acceleration consits out of three fases
  Phase 1: Starting The vehicle can move any distance between 0
  and 1/4th of it's top speed.  
  Phase 2: cruising The vehicle can move any distance between
  1/4th and 3/4th of it's top speed.  
  Phase 3: Full Throttle The vehicle can move any distance
  between 3/4th and it's top speed
  The acceleration phase of a stationary vehicle is always
  phase 1. If a vehicle is already moving, it's acceleration phase
  can be determined by the distance it moved it's previous turn.
  The controller of a vehicle can change his acceleration
  phase up or down one tier at the end of his or her move
  action.
  A vehicle can break to slow down to any speed or reach a
  full stop in one turn regardless of it's acceleration phase. This
  is not, however, without consequence in all cases.✝  
   
   
   
   
  Turning and shifting lanes
  A vehicle is always moving straightforward in the direction of
  it's long axis. The only two exceptions are turning and
  shifting lanes.
  Shifting Lanes
  Shifting lanes and similair manouvres cost a minor action,
  and are safe and easy to pull off. As such, there is no need to
  consider anything when a vehicle shifts lanes.
  Turning
  Turning costs 1 Action. The amount of space a vehicle needs
  to complete a turn between 0 to 90 degrees is determined by
  it's acceleration phase and it's turn multiplier. The result of
  the multiplication is then evenly divided as distance moved in
  the current direction, and distance 
  If, for instance, a vehicle has a turn multiplier of 50 and is in
  acceleration phase 2 and wants to make a 45 degree turn. In
  order to complete the turn it needs to move 50 ft. in it's
  current direction and 50 ft. in a diaganal (aproximatly) 45
  degrees from it's current direction. It's new direction would
  then be along the 45 degree line. It is not neccisary to move
  the distance in that order, any amount of the distance in the
  forward direction can be put in front or after the distance in
  the turn direction. It is possible to make a turn in more than
  one move action.
  Attempting sharper turns is possible, but requires a vehicle
  proficiency check against a DC 25.
  Ramming
  Ramming another vehicle requires a vehicle proficiency
  contest between the drivers. On a succes you deal 10d6
  damage to the opposing vehicle, and your vehicle takes half
  damage. On a fail your vehicle takes full damage and the
  opposing vehicle takes half damage. Then the occupants of
  both cars make a dexterity save, the engaging party does so
  with advantage. On a fail the occupant takes 3d6 damage
  Vehicle tables
  Below are vehicle tables for all available vehicles, divided by
  proficiency.
  
  Bikes
  Vehicle
  Cost
  Size
  topspeed
  Turn Multiplier
  Crew/passengers
  Properties
  Bycicle ✠
  $300
  Small
  220 ft.
  5
  1/1
  Motorcycle
  $6,000
  Small
  820 ft.
  30
  1/0
  Sidecar
  Sport Motorcycle
  $30,000
  small
  1,750 ft.
  35
  1/1
  High Performance
  Chopper
  10,000
  Medium
  800 ft.
  30
  1/1
  Sidecar
  Quad
  $4,300
  small
  790 ft.
  30
  1/0
  Off-road
  Aquatic Vehicles
  Rowboats
  Vehicle
  Cost
  Size
  topspeed
  Turn Multiplier
  Crew/passengers
  Properties
  Speedboats
  Vehicle
  Cost
  Size
  topspeed
  Turn Multiplier
  Crew/passengers
  Properties
  Yachts
  Vehicle
  Cost
  Size
  topspeed
  Turn Multiplier
  Crew/passengers
  Properties
  ✠No proficiency needed
  
  Sailing Ships
  Vehicle
  Cost
  Size
  topspeed
  Turn Multiplier
  Crew/passengers
  Properties
  Oceanliners
  Vehicle
  Cost
  Size
  topspeed
  Turn Multiplier
  Crew/passengers
  Properties
  Small Planes
  Vehicle
  Cost
  Size
  topspeed
  Turn Multiplier
  Crew/passengers
  Properties
  Helicopters
  Vehicle
  Cost
  Size
  topspeed
  Turn Multiplier
  Crew/passengers
  Properties
  Commercial Planes
  Vehicle
  Cost
  Size
  topspeed
  Turn Multiplier
  Crew/passengers
  Properties
  
  ✝ Concequences are up to the DM's discression.              ✠No proficiency needed
  Armored Vehicles are immune to piercing and bludgeoning
  damage, and resistant to slashing damage.
  High performance vehicles can move up two acceleration
  phases at the end of their move action instead of one.
  moving down remains unchanged.
  Manouverable vehicles can make tighter turns and move
  through the smallest gaps, but come with a greater risk of
  injury✝
  Militairy Vehicles require the militairy vehicle proficiency to
  opperate the vehicle safely.
  Off-road Vehicles can move up to half speed on difficult
  terain without any added danger.
  Rollcage . Vehicles with rollcage reduce the risk of injury or
  death✝.
  Sidecar Vehicles can choose to attach a sidecar to the main
  vehicle, creating space for an extra passanger or cargo.
  When a vehicle uses the sidecar, it's turn multiplier
  increases by 5
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Modern Weapons, Armor, Vehicles and Items - The Homebrewery.pdf