Homebrew
Machine Gun. The gunner fires their machine gun, consuming 10 rounds of ammo. All creatures in a 240 ft. line must succeed a DC 15 Dex save or take 11 (2d8+2) piercing damage. Creatures further than 80 ft. have advantage on this save. Ammunition, Two Handed, Reload (50)
Creatures in the line must also succeed a DC 15 Wis save or become suppressed until the end of their next turn. A suppressed creature has its movement speed halved, can only take an action or a bonus action on their turn and can't concentrate on spells.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6+2) piercing damage.
Smoke Grenade. The gunner throws a smoke grenade up to 60 ft. One round after it lands, the grenade emits a cloud of smoke that creates a heavily obscured area in a 20 ft. radius. A moderate wind (10-20 mph) disperses the cloud in four rounds, a strong wind (>20 mph) disperses it in one round. The guard can use this ability twice before having to restock.
Mount Bipod. The gunner uses the machine gun's bipod to mount the weapon on a surface. The weapon can not be fired while it is not mounted. The gunner is immobile while the weapon is mounted. Dismounting takes 10ft of movement.