Capacity: A firearm’s capacity is the number of shots it can hold at one time. When making a full-attack action, you may fire a firearm as many times in a round as you have attacks or up to the remaining capacity (whichever comes first), unless you can reload the weapon as a swift or free action while making a full-attack action (You are still capped by the number of attacks you can make a turn).
Loading a Firearm: You need at least one hand free to load one-handed and two-handed firearms. In the case of two-handed firearms, you hold the weapon in one hand and load it with the other—you only need to hold it in two hands to aim and shoot the firearm. The Rapid Reload feat reduces the time required to load one-handed and two-handed firearms to a swift action. Loading any firearm provokes attacks of opportunity. Reloading a firearm with an already filled box magazine is a swift action, but if you also have the Rapid Reload feat for that firearm it is reduced to a free action instead. The only exception to the swift action reload of a box magazine is with machine guns, which take a move action that can be reduced to a swift action with the Rapid Reload feat. Additionally, these reloading actions are move actions: refilling a box magazine, reloading any internal magazine. Loading a belt of linked ammunition is an immediate action. Linking two belts together is a swift action. (A nonproficient character who loads a firearm increases all misfire values by 4 for the shots he loads.)
Range and Penetration:
- Early Firearms: When firing an early firearm, the attack resolves against the target’s touch AC when the target is within the first range increment of the weapon, but this type of attack is not considered a touch attack for the purposes of feats and abilities such as Deadly Aim. At higher range increments, the attack resolves normally, including taking the normal cumulative –2 penalty for each full range increment. Unlike other projectile weapons, early firearms have a maximum range of five range increments.
- Modern Firearms: Modern firearms resolve their attacks against touch AC when the target is within the first five range increments, but this type of attack is not considered a touch attack for the purposes of feats such as Deadly Aim. At higher range increments, the attack resolves normally, including taking the normal cumulative –2 penalty for each full-range increment. Modern firearms have a maximum range of 10 range increments.
Misfires: Misfires are listed on the table under the misfire column. If the natural result of your attack roll is a misfire, that shot misses, even if you would have otherwise hit the target. When a firearm misfires, it gains the broken condition. If an early firearm with the broken condition misfires again, it explodes. When a non-magical firearm explodes, the weapon is destroyed. Magical firearms are wrecked, which means they can’t fire until they are fully restored (which requires either the make whole spell or the Gunsmithing feat). When a gun explodes, pick one corner of your square—the explosion creates a 5ft burst from that point of origin. Each firearm has a burst size noted in parentheses after its misfire value. Any creature within this burst (including the firearm’s wielder) takes damage as if it had been hit by the weapon—a DC 12 Reflex save halves this damage. If a modern firearm with the broken condition misfires again, nothing further happens. The gun retains its broken condition until repaired.
Inappropriately-Sized Firearms: A firearm that is not suited to the size of its wielder is more difficult for that creature to use. A cumulative –2 penalty applies on attack rolls for each size category of difference between the size of its intended wielder and the size of its actual wielder. If the creature isn’t proficient with the firearm, a –4 non-proficiency penalty also applies. The measure of how much effort it takes to use a firearm (whether the firearm is designated as a small, medium, large, or huge firearm for a particular wielder) is altered by one step for each size category of difference between the wielder’s size and the size of the creature for which the firearm was designed. For example, a Small creature would treat a medium firearm built for a medium creature as a large firearm. If a firearm’s designation would be changed to something other than small, medium, large, or huge by this alteration, the creature can’t wield the firearm at all.
Firearm Ammunition: Ammunition for firearms and other ranged weapons is covered below.
Table: Ammunition Type
Ammunition Types (Quantity) | Cost | Weight per bullet (lbs) | Weight per amount listed (lbs) |
---|---|---|---|
Machine Gun Ammo (50) | 40 gil | 0.11 | 5.5 |
Pistol Ammo (50) | 10 gil | 0.02 | 1 |
Rifle Ammo (50) | 30 gil | 0.06 | 3 |
Shotgun Ammo (10) | 20 gil | 0.08 | 0.8 |
Sniper Rifle Ammo (50) | 50 gil | 0.11 | 5.5 |
Quantity / Stack: A stack of bullets is the number of bullets noted as the quantity in the above table. For feats like Gunsmithing, use the number in brackets for crafted ammo stacks (50 rounds for most ammo types, 30 for shotgun ammo).
Rubber Bullets: (also called rubber baton rounds) are rubber or rubber-coated projectiles that can be fired from standard firearms. They are intended to be a non-lethal or less lethal alternative to metal projectiles, dealing bludgeoning damage rather than piercing damage. A firearm user can use rubber bullets to deal nonlethal damage. The rubber bullets are considered to have the nonlethal weapon feature. The purchase price of rubber bullets is the normal ammunition cost – 5 gil (ie, rubber pistol bullets would cost 5 gil) and weight ½ of the normal amount.
Shotgun Rounds: Slugs and Buckshot cost and weigh the same.
Firearm Types
Handguns
A handgun is a firearm that can be used one-handed without penalty. Handguns can be broken down into three smaller groups: autoloaders, revolvers and machine pistols. Autoloaders (sometimes called “automatics”) feature removable box magazines. Revolvers are relatively simple firearms that store several rounds (usually six) in a revolving cylinder; they are also called pistols in some places. Machine pistols are automatic weapons small enough to be fired with one hand.
Longarms
Longarms are personal firearms that require two hands to be fired without penalty. If fired with only one hand, the wielder takes a -4 to all attack rolls made with it. This group includes machine rifles, sniper rifles, and assault rifles.
Machine Guns
Machine guns are belt-fed weapons that typically fire rifle cartridges or light cannon rounds. Lighter guns are frequently carried by dismounted troops and fired from a bipod or occasionally a tripod, while heavier machine guns are found on either a tripod or a vehicle mount. Most are only capable of autofire. Some Machine guns accept both belts and box magazines. Box magazines hold 50 bullets, and only one ammunition source can be used at a time.
Shotguns
Shotguns are large-bore weapons that have the Scatter Weapon Quality, typically requiring two hands to be fired without penalty. Like longarms, shotguns can be fired with only one hand, if so the wielder takes a -4 to attack rolls made with it. Shotguns may fire two kinds of ammunition, buckshot or slug:
- Buckshot ammunition causes scatter weapons to attack all creatures within a 15ft cone, making a single attack roll against each creature within the cone. The weapon attack targets normal AC, and its attack damage cannot be modified by precision damage or damage-increasing feats such as Vital Strike. Effects that grant concealment, such as fog or smoke, or the blur, invisibility, or mirror image spells, do not foil a scatter attack. If any of the attack rolls threaten a critical, confirm the critical for that attack roll alone. A firearm that makes a scatter shot misfires only if all of the attack rolls made misfire. If a scatter weapon explodes on a misfire, it deals triple its damage to all creatures within the misfire radius.
- Slug ammunition causes scatter weapons to temporarily lose the scatter weapon quality, but the firearm has its critical modifier and range changed to 20/x4. This change is applied before any other effect that would change critical modifier or range. Otherwise, fire the firearm like any other.
Firearm Rate of Fire
Single Shot (1): This is a single shot per each attack granted by the PC’s Base Attack Bonus. You may attack up to the normal number you would get per round, including haste and similar effects. The reloading and ammunition capacity rules still apply.
Automatic Fire (A): This weapon can act as a semi-automatic weapon (see below), or it can fire a burst of shots with a single pull of the trigger to attack all creatures in a line as a standard action. This line starts from any corner of the wielder’s space and extends to the limit of the weapon’s range or until it strikes a barrier it cannot penetrate. When using an automatic weapon to attack all creatures in a line, the wielder makes a separate attack roll against each creature in the line, up to one attack per creature. Each attack roll takes a -2 penalty, and its damage cannot be modified by precision damage or feats such as Vital Strike. Effects that grant concealment, such as fog, smoke, or the blur, mirror image, or vanish spells, do not affect an automatic weapon’s line attack. Roll to confirm each attack roll that threatens a critical hit separately. A single burst with an automatic weapon always consumes 10 ammo. When taking a full-attack action with an automatic weapon, the wielder can fire as many bursts in a round as he has attacks, provided he has sufficient ammunition to take the bursts. You may not reload while taking automatic fire actions. This does not stack with Semi-Automatic fire.
Semi-Automatic (S): A semi-automatic weapon normally fires one shot as an attack. However, the user can take a full-attack action to fire an additional time this round at their highest bonus with a penalty as if using the Rapid Shot feat (including taking a -2 penalty on all attacks). This does not stack with Automatic Fire or Rapid Shot feat.
Firearms
Ranged weapons are described by a number of statistics, as shown on Table: Ranged Weapons.
Damage: The damage the weapon deals on a successful hit.
Critical: The threat range for a critical hit.
Misfire: If the natural die roll result is within this range, the firearm misfires.
Damage Type: The type of damage the firearm does.
Range: The size of the first range increment for the firearm listed. See the above rules for the differences between early and modern firearms.
Rate of Fire: How many rounds the firearm fires per round.
Capacity: The weapon’s magazine capacity and type are given in this column.
- Box: A box magazine is any type of magazine that can be removed and reloaded separately from the weapon.
- Cylinder (cyl): A revolver keeps its ammunition in a cylinder.
- Internal (int): Some weapons keep their ammunition in an internal space, which must be loaded by hand.
- Belt Feed (belt): A single belt consists of 100 bullets. Belts can be combined or broken to any length. Connecting or splitting a belt is a swift action.
Size: A Small or smaller weapon is considered a light weapon. A Medium-size or smaller weapon can be used one-handed or two-handed. A Large weapon requires two hands. A Huge weapon requires two hands and a bipod or other mount.
Weight: This column gives the weapon’s weight when fully loaded.
Cost: This is the purchase cost to acquire the weapon.
Special: Special keywords and other information. “Description” indicates that this document has more information.
Universal Firearm Rules
Special Ability Score Requirements: Some firearms have a minimum ability score listed in parentheses next to the weapon name. You must meet that requirement or you will be knocked prone whenever you make an attack roll while standing. Additionally, for every 2 strength missing from the requirement, you take a -1 penalty to all attack rolls made with that weapon whether prone or not. Some weapons allow attachments to reduce or negate this penalty.
Unwieldy: Any firearm with this tag next to the name cannot be used with two-weapon fighting, regardless of size, and cannot be used one handed regardless of class abilities or feats that would normally allow it.
Off-Hand Firearms
When you deal damage with a firearm in your off-hand, and have a class feature or ability that allows you add an ability modifier to damage, you add only 1/2 your ability bonus. For example, a level 4 Gunner with 2 pistols and with +6 DEX would deal 2d4+6 with his main hand and 2d4+3 with his off-hand firearms.
Simple Firearms
The following firearms listed require the Exotic Weapon Proficiency (Simple Firearms) feat to use without penalty.
Table: Simple Firearms/Longarms
Weapon | Damage (S) | Damage (M) | Critical | Misfire | Type | Range Increment | Rate of Fire | Capacity | Size | Weight | Cost | Special | Category |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
(Simple) One-Handed Firearms (Early and Modern) | |||||||||||||
Trainee Pistol | 1d4 | 1d6 | x2 | 1-2 | P | 20 ft. | 1 | 3 int. | Small | 4 lbs. | 200 Gil | — | Handgun |
— | — | — | — | — | — | — | — | — | — | — | — | — | — |
Pistol | 1d6 | 1d8 | x3 | 1 | P | 20 ft. | 1 | 1 int. | Small | 4 lbs. | 300 Gil | Early | Handgun |
Revolver | 1d6 | 1d8 | x3 | 1 | P | 20 ft. | S | 6 int. | Small | 3 lbs. | 600 Gil | Modern | Handgun |
Autoloader | 1d4 | 1d6 | 19-20/x2 | 1 | P | 30 ft. | S | 8 box | Small | 3 lbs. | 750 Gil | Modern | Handgun |
Machine Pistol | 1d6 | 1d8 | 19-20/x2 | 1-2 | P | 30 ft. | S, A | 12 box | Medium | 3 lbs. | 900 Gil | Modern | Handgun |
— | — | — | — | — | — | — | — | — | — | — | — | — | — |
Dragoon Pistol | 1d6 | 1d8 | 19-20/x2 | 1 | P | 30 ft. | 1 | 3 int. | Small | 5 lbs. | 750 Gil | Early | Handgun |
Double-Barreled Pistol | 1d4 | 1d6 | x3 | 1-2 | P | 20 ft. | 1 | 2 int. | Small | 5 lbs. | 800 Gil | Early | Handgun |
Shinra Adjudicator | 1d8 | 1d10 | x4 | 1-2 | P | 40 ft. | 1 | 1 int. | Small | 4 lbs. | 900 Gil | Modern | Handgun |
— | — | — | — | — | — | — | — | — | — | — | — | — | — |
Coat Pistol | 1d4 | 1d6 | x3 | 1 | P | 10 ft. | 1 | 1 int. | Small | 1 lb. | 400 Gil | Early | Handgun |
Derringer | 1d4 | 1d6 | x3 | 1 | P | 10 ft. | 1 | 2 int. | Small | 2 lb. | 500 Gil | Modern | Handgun |
Buckler Gun | 1d4 | 1d6 | x3 | 1 | P | 10 ft. | 1 | 1 int. | Small | 6 lbs. | 500 Gil | Early | Handgun |
Cane Pistol | 1d4 | 1d6 | x3 | 1 | P | 10 ft. | 1 | 1 int. | Small | 2 lbs. | 500 Gil | Early | Handgun |
Flare Gun | 1d6 | 1d8 | x2 | 1 | Fire | 20 ft. | 1 | 1 int. | Small | 2 lbs. | 500 Gil | Modern | Handgun |
(Simple) Two-Handed Firearms (Early and Modern) | |||||||||||||
Trainee Shotgun | 1d6 | 1d8 | x2 | 1-2 | P | 10 ft. | 1 | 2 int. | Large | 8 lbs. | 150 Gil | — | Shotgun |
Blunderbuss | 1d8 | 1d10 | x3 | 1-2 | P | 15 ft. | 1 | 1 int. | Large | 8 lbs. | 400 Gil | Early | Shotgun |
Shotgun | 1d6 | 1d8 | x2 | 1 | P | 20 ft. | 1 | 6 int. | Large | 7 lbs. | 400 Gil | Modern | Shotgun |
— | — | — | — | — | — | — | — | — | — | — | — | — | — |
Fowling Piece | 2d3 | 2d4 | 19-20/x2 | 1-2 | P | 25 ft. | 1 | 1 int. | Large | 8 lb.s | 600 Gil | Early | Shotgun |
Sawn-Off Shotgun | 2d3 | 2d4 | x3 | 1 | P | 10 ft. | 1 | 2 int. | Medium | 4 lbs. | 350 Gil | Modern | Shotgun |
Machina Shotgun (14 str) | 1d8 | 1d10 | 19-20/x2 | 1 | P | 20 ft. | 1 | 5 int. | Large | 11 lbs. | 800 Gil | Modern | Shotgun |
— | — | — | — | — | — | — | — | — | — | — | — | — | — |
Trainee Rifle | 1d6 | 1d8 | x2 | 1-2 | P | 50 ft. | 1 | 1 int. | Large | 10 lbs. | 300 Gil | — | Longarm |
Air Rifle | 1d6 | 1d8 | x3 | 1 | P | 50 ft. | S | 3 int. | Large | 6 lbs. | 400 Gil | Early | Longarm |
Rifle | 1d6 | 1d8 | x2 | 1 | P | 80 ft. | 1 | 8 int. | Large | 7 lbs. | 750 Gil | Modern | Longarm |
Musket | 1d8 | 1d10 | x3 | 1-2 | P | 60 ft. | 1 | 1 int. | Large | 8 lbs. | 750 Gil | Early | Longarm |
— | — | — | — | — | — | — | — | — | — | — | — | — | — |
Dragoon Musket | 1d8 | 1d10 | 19-20/x2 | 1 | P | 50 ft. | 1 | 1 int. | Large | 9 lbs. | 800 Gil | Early | Longarm |
Hybrid Musket | 1d6 | 1d8 | x3 | 1-2 | P, B | 50 ft. | 1 | 1 int. | Large | 12 lbs. | 800 Gil | Early | Longarm |
Battle Rifle | 1d8 | 1d10 | x2 | 1 | P | 80 ft. | S | 8 box | Large | 7 lbs. | 1,200 Gil | Modern | Longarm |
Fire Lance | 1d6 | 1d8 | x4 | 1-4 | P | 15 ft. | 1 | 1 int. | Large | 5 lbs | 100 Gil | Early | Longarm |
Autoloader: An autoloader is a magazine-fed handgun, common the world over due to ease of use and performance in a variety of situations.
Buckler gun: Though rare, these pistols are integrated into a buckler and help shield the user while also serving as a potent offensive tool. Buckler guns are treated as both weapons and a buckler held in the same hand, and although you take a -1 penalty whenever you use the firearm, you do not lose the buckler’s bonus to AC if you use the firearm. You must remove the buckler to reload the gun.
Cane Pistol: Made for high society, cane pistols cleverly hide firearm mechanisms in walking stick grips. It takes a swift action (or a free action if you have the Quick Draw feat) to either draw the pistol from a held cane or to hide it back within the cane. The pistol part must be drawn in order to load the pistol. An observer must succeed at a DC 20 Perception check to realize that an undrawn cane pistol is a weapon rather than a simple walking stick; the DC decreases to 5 if the observer is able to handle the weapon.
Coat Pistol: Though smaller than most pistol examples, coat pistols have their uses in situations where concealment is paramount. You gain a +2 bonus on Sleight of Hand checks made to conceal a coat pistol on your body.
Derringer: These more modern concealed firearms feature two parallel barrels to increase their ambush power. You gain a +2 bonus on Sleight of Hand checks made to conceal a derringer on your body. Each barrel can be loaded concurrently and fired separately or fired at the same time with the same action. If both barrels are shot at once, they must both target the same creature or object, and the pistol becomes wildly inaccurate, imposing a –4 penalty on each shot.
Double-Barreled Pistol: This pistol has two parallel barrels. Each barrel can be loaded concurrently and fired separately or fired at the same time with the same action. If both barrels are shot at once, they must both target the same creature or object, and the pistol becomes wildly inaccurate, imposing a –4 penalty on each shot.
Dragoon Pistol: A short-barrel pistol originally made for fast-moving ranged cavalry.
Flare Gun: More typically used for signaling, these brightly colored flare guns can nonetheless cause enough burn to wound or incapacitate. Flare guns fire flares, which cost 10gil per round. When a flare cartridge hits its target, the creature struck is blinded for 1 round (Fortitude DC 15 reduces this to dazzled), and creatures within a 20-foot burst are dazzled for 1 round (Fortitude DC 15 negates the effect).
Machine Pistol: Machine Pistols vary from an autoloader adapted for burst fire to submachine guns.
Pistol: A cheap, single shot wheellock or flintlock pistol that is typically better made than trainee variants.
Revolver: A standard service revolver used by many due to its simplicity and reliability.
Shinra Adjudicator: This pistol variant uses a break-action hinge to load ammunition, reducing reload times. Reloading a Shinra Adjudicator is a move action; reduced to a swift action by the rapid reload feat. The Shinra Adjudicator is capable of firing Rifle Ammunition or Shotgun Shells instead of pistol ammunition. When using shotgun buckshot, it has the scatter quality up to 15 feet. When firing a rifle bullet, it has a range increment of 50 feet.
Trainee Pistol: A shoddy 3-shot pistol used mostly for training. Often an old flintlock pistol.
Shotguns
Blunderbuss: An old-style flintlock shotgun, with widely flared ends.
Fowling Piece: A longer-barreled example, typically used to hunt birds or other small game.
Machina Shotgun (14 strength): This heavy shotgun fires the largest shotgun rounds available.
Sawn-Off Shotgun: This shotgun has two parallel barrels. Each barrel can be loaded concurrently and fired separately or fired at the same time with the same action. If both barrels are shot at once, they must both target the same creature or object, and the shotgun becomes wildly inaccurate, imposing a –4 penalty on each shot.
Shotgun: A typical lever-action or pump action example, widely used for hunting and other work.
Trainee Shotgun: A shoddy double-barrel shotgun used mostly for training.
Longarms
Air Rifle: A rare variant of rifle powered by compressed air instead of gunpowder, these examples are less prone to explosive misfires but have their own issues. Purchasing one comes with 3 air canisters by default, and more can be purchased at 5 gil each. It takes one minute and a gunsmithing to fill an air canister for use. If an air rifle misfires, the air canister can be swapped out as a swift action, causing the firearm to lose the broken condition. If an air rifle with the broken condition misfires, the canister explodes and is destroyed. Replacing a destroyed air canister takes a full-round action.
Battle Rifle: These bolt-action rifle examples were ubiquitous for a long period before being obsoleted by assault rifles, but still find use as reliable marksman rifles.
Dragoon Musket: A shortened musket for use on horseback.
Fire Lance: A weapon straight out of antiquity, fire lances are one-use tubes that fire large javelins. These weapons do not take non-proficiency penalties and cannot be reloaded.
Hybrid Musket: These special musket variants integrate weapons into their construction in some way, sometimes as assemblies on the ends of polearms, sometimes as axe heads mounted near the muzzle. Hybrid weapons require a simple or martial one or two handed melee weapon to be separately purchased and integrated as part of their construction, and the resulting hybrid is considered a separate exotic weapon. Hybrid weapons are considered double weapons for the purposes of creating masterwork or magical versions, can be used as both the melee weapon or a musket with the listed stats, and if the firearm portion gains the broken condition, both portions are considered broken.
Musket: A classic muzzle-loaded firearm, typically flintlock. Some matchlock examples may still exist, but have largely fallen out of use.
Rifle: This is a lever-action rifle typical of big-bore hunting rifles found around the world.
Trainee Rifle: A shoddy bolt-action rifle used mostly for training.
Advanced Firearms (One-Handed)
Table: Advanced Firearms/Longarms
Weapon | Damage (S) | Damage (M) | Critical | Misfire | Type | Range Increment | Rate of Fire | Capacity | Size | Weight | Cost | Special | Category |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
(Advanced) One-Handed Firearms (Early and Modern) | |||||||||||||
Submachine Gun | 2d3 | 2d4 | 18-20/x2 | 1 | P | 50 ft. | S, A | 25 box | Medium | 5 lbs. | 1,200 Gil | Modern | Handgun |
Magnum Revolver | 1d6 | 1d8 | x3 | 1 | P | 40 ft. | S, 1 | 6 int. | Medium | 4 lbs. | 700 Gil | Modern | Handgun |
.50 AE or Handcannon | 1d8 | 1d10 | x4 | 1-2 | P | 40 ft. | S | 4 box. | Medium | 4 lbs. | 2,000 Gil | Modern | Handgun |
(Advanced) Two-Handed Firearms (Early and Modern) | |||||||||||||
Assault Rifle | 1d8 | 2d6 | 19-20/x2 | 1 | P | 60 ft. | S, A | 25 box. | Large | 10 lbs. | 2,000 Gil | Modern | Longarm |
Sniper Rifle (16 str) | 2d6 | 2d8 | x3 | 1 | P | 600ft. | 1 | 6 box | Huge | 15 lbs. | 6,000 Gil | Unwieldy, Modern | Longarm |
— | — | — | — | — | — | — | — | — | — | — | — | — | — |
Assault Shotgun (16 str) | 2d4 | 2d6 | 19-20/x2 | 1 | P | 60 ft. | S | 8 int. | Large | 16 lbs. | 2,000 Gil | Unwieldy, Modern | Shotgun |
Automatic Shotgun (14 str) | 2d3 | 2d4 | x3 | 1-2 | P | 55 ft. | S, A | 12 box. | Large | 9 lbs. | 1,500 Gil | Unwieldy, Modern | Shotgun |
— | — | — | — | — | — | — | — | — | — | — | — | — | — |
Anti-Tank Rifle (16 str) | 1d10 | 1d12 | x4 | 1-3 | P | 200 ft. | 1 | 1 int. | Huge | 15 lbs. | 6,000 Gil | Unwieldy, Modern | Longarm |
Light Machine Gun (14 str) | 1d10 | 2d6 | x3 | 1 | P | 300 ft. | A | Belt | Huge | 20 lbs. | 7,500 Gil | Unwieldy, Modern | Longarm |
Handcannon: One of the most powerful autoloaders ever made. It is large and heavy, but well-balanced.
Magnum Revolver: These especially powerful revolvers fire large-caliber rounds known for making people’s days.
Submachine Gun (SMG): A variant of an automatic firearm with notably less firepower than an assault rifle while being notably smaller for more close quarter combat.
Advanced Firearms (Two-Handed)
The following firearms listed require the Exotic Weapon Proficiency (Advanced Firearms) feat to use without penalty.
Anti-Tank Rifle (16 strength, unwieldy): These massive rifles cannot be fired without using a bipod and being prone. Their armor-piercing properties means they ignore up to 10 hardness or 5 DR when calculating damage.
Assault Rifle: This is one of the most popular firearms in the world, having found common use in scores of conflicts.
Assault Shotgun (14 strength, unwieldy): These are gas-operated shotguns that sport a semi-automatic capability.
Automatic Shotgun (14 strength, unwieldy): These magazine-fed shotguns boast impressive rates of fire, spraying large volumes of buckshot downrange.
Light Machine Gun (14 strength): This machine gun is commonly used within the military to support infantry. These are employed when certain situations require more firepower. Employing a bipod reduces the strength requirement to 10, from 14.
Sniper Rifle (16 strength, unwieldy): These powerful rifles are chambered for .50-caliber machine gun bullets instead of rifle ammunition. While their stopping power is legendary, so is the recoil. Employing a bipod reduces the strength requirement to 12, from 16.
Artillery Firearms
The following firearms listed require the Exotic Weapon Proficiency (Artillery Firearms) feat to use without penalty.
Table: Artillery Longarms
Weapon | Damage (S) | Damage (M) | Critical | Misfire | Type | Range Increment | Rate of Fire | Capacity | Size | Weight | Cost | Special | Category |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
(Artillery) Two-Handed Longarms (Early and Modern) | |||||||||||||
Flamethrower | — | 3d6 | — | 1-2 | Fire | — | 1 | 10 Int. | Large | 50 lbs. | 750 Gil | Modern | Longarm |
— | — | — | — | — | — | — | — | — | — | — | — | — | — |
Heavy Machine Gun | 1d10 | 2d8 | 19-20/x2 | 1-2 | P | 200 ft. | A | Belt | Huge | 75 lbs. | 7,500 Gil | Unwieldy, Modern | Longarm |
— | — | — | — | — | — | — | — | — | — | — | — | — | — |
Rocket Launcher | — | 10d6 | x3 | 1 | S, P, B | 150 ft. | 1 | 1 int. | Large | 5 lbs. | 1,150 Gil | Unwieldy, Modern | Longarm |
Grenade Launcher | — | Varies | — | 1 | — | 70 ft. | 1 | 1 int. | Large | 7 lbs. | 475 Gil | Unwieldy, Modern | Longarm |
Table: Grenade Launcher Ammo
Grenade Launcher Ammo | Damage | Critical | Damage Type | Burst Radius | Reflex DC | Craft DC | Weight | Cost | Amount per Box |
---|---|---|---|---|---|---|---|---|---|
40mm Fragmentation Grenade | 4d6 | 20/x2 | S | 10 ft. | 10 + user's dexterity modifier | 25 | 1 lbs. | 650 Gil | 6 |
Smoke Grenade | See Text | — | — | See Text | — | 15 | 2 lbs. | 50 Gil | 6 |
Tear Gas Grenade | See Text | — | — | See Text | — | 15 | 2 lbs. | 300 Gil | 6 |
Thermite Grenade | 6d6 | 20/x2 | Fire | 5 ft. | 12 + user's dexterity modifier | 30 | 2 lbs. | 850 Gil | 6 |
White Phosphorus Grenade | 6d6 | 20/x2 | Fire | 20 ft. | 12 + user's dexterity modifier | 30 | 2 lbs. | 625 Gil | 6 |
Flamethrower: A flamethrower consists of a pressurized backpack containing fuel, connected to a tube with a nozzle. It shoots a 5-foot-wide, 30-foot-long line of flame that deals 3d6 points of fire damage to all individuals and objects in its path. No attack roll is necessary. Any individual caught in the line of flame can make a Reflex save (DC 10 + user’s dexterity modifier) to take half damage. Individuals with cover get a +2 bonus on their Reflex save, as per Pathfinder rules.
Reloading a Flamethrower is a full-round action that can be lowered to a move action with rapid reload. Flamethrower Fuel Tanks cost 50 gil. (You can add this after “A flamethrower can shoot 10 times before the fuel supply is depleted.”)
A flamethrower’s backpack has hardness 5 and 5 hit points. When worn, the backpack has an AC equal to 9 + the wearer’s Dexterity modifier. A backpack reduced to 0 hit points ruptures and explodes, dealing 6d6 points of fire damage to the wearer (no save allowed) and 3d6 points of splash damage to individuals and objects in adjacent 5-foot squares (Reflex save, DC 15, for half damage).
Any individual or flammable object that takes damage from a flamethrower catches on fire; taking 1d6 points of fire damage each subsequent round until the flames are extinguished. A fire engulfing a single individual or object can be doused or smothered as a full-round action. Discharging a fire extinguisher is a move action and instantly smothers flames in a 10-foot-by-10-foot area. A flamethrower can shoot 10 times before the fuel supply is depleted.
Heavy Machine Gun (18 strength, unwieldy): This heavy-duty .50-caliber machine gun remains a very common vehicle-mounted military weapon around the world. Employing a tripod restricts your firing cone to a 45 degree area, but reduces the strength requirement to 14. Utilizes Machine Gun Ammo instead of Sniper Rifle Ammo.
Rocket Launcher: This light antitank weapon is a disposable, one-shot rocket launcher. Before using the weapon, the user must first arm and extend the tube, which is a move action. When the rocket launcher hits its target, it explodes like a grenade or other explosive, dealing its 10d6 points of slashing, piercing, and bludgeoning damage to all individuals within a 10-foot radius (Reflex save DC 15 + user’s dexterity modifier for half damage). The rocket launcher ignores up to 10 points of hardness if it strikes a vehicle, building, or object. However, this only applies to the target struck, not to other objects within the burst radius. The rocket launcher has a minimum range of 30 feet. If fired against a target closer than 30 feet away, it does not arm and will not explode.
Grenade Launcher: This weapon is a single-shot grenade launcher. It fires 40mm grenades and any compatible ammunition (see under Grenades and Explosives). It may not fire hand grenades, nor can grenade launcher ammunition be used as hand grenades. Attacking with a grenade launcher is identical to throwing an explosive: you make a ranged attack against a specific 5-foot square (instead of targeting a person or individual). The differences lies in the range of the weapon (which far exceeds the distance a hand grenade can be thrown) and the fact that the grenade launcher requires a weapon proficiency to operate without penalty.
Explosives
These weapons explode or burst, dealing damage to individuals or objects within an area. Explosives can be thrown or set off in place, depending on the type of explosive device. Dynamite and hand grenades are examples of these weapons. All explosives must be detonated. Some, such as grenades, include built-in detonators. (Pulling the pin on a grenade is a free action.) Others require timers or other devices to set them off. Detonators are covered in Weapon Accessories. Explosives require no proficiency to use normally.
Damage: The damage dealt by the weapon.
Burst Radius/Splash Damage: All individuals or objects within the burst radius take damage from the explosive.
Damage Type: Damage from explosives and splash weapons is classified according to type.
Critical: The threat range for a critical hit.
Reflex DC: Any individual caught within the burst radius of an explosive may make a Reflex save against the DC given in this column for half damage.
Range Increment: If the weapon can be thrown, its range increment is shown in this column. Explosives with no range increment must be set in place before being detonated.
Size: A Small or smaller weapon is considered a light weapon. Medium-size or smaller weapon can be used one-handed or two-handed.
Craft DC: The Craft (Explosives) DC needed to craft an explosive.
Weight: This column gives the weapon’s weight.
Cost: This is the purchase cost to acquire the weapon. This number reflects the base price and doesn’t include any modifier for purchasing the weapon on the black market.
Table: Grenades and Explosives
Weapon | Damage | Critical | Damage Type | Burst Radius | Reflex DC | Range Increment | Size | Craft DC | Weight | Cost |
---|---|---|---|---|---|---|---|---|---|---|
40mm Fragmentation Grenade | 4d6 | x2 | S | 10 ft. | 15 | — | Tiny | 25 | 1 lb. | 650 gil |
C4/Semtex | 4d6 | x2 | B | 10 ft. | 18 | — | Small | 20 | 1 lb. | 300 gil |
Det Cord | 2d6 | x2 | Fire | See text | 12 | — | Med | 15 | 2 lbs. | 100 gil |
Dynamite | 2d6 | x2 | B | 5 ft. | 15 | 10 ft. | Tiny | 15 | 1 lb. | 300 gil |
Fragmentation Grenade | 6d6 | x2 | S | 20 ft. | 15 | 10 ft. | Tiny | 25 | 1 lb. | 575 gil |
Molotov Cocktail | 1d6/1d4 Splash | x2 | Fire | 5 ft. | 12 | 10 ft. | Small | 10 | 1 lb. | 10 gil |
Smoke Grenade | See text | — | — | See text | — | 10 ft. | Small | 15 | 2 lbs. | 50 gil |
Tear Gas Grenade | See text | — | — | See text | — | 10 ft. | Small | 15 | 2 lbs. | 300 gil |
Thermite Grenade | 6d6 | x2 | Fire | 5 ft. | 12 | 10 ft. | Small | 30 | 2 lbs. | 850 gil |
White Phosphorus Grenade | 6d6 | x2 | Fire | 20 ft. | 12 | 10 ft. | Small | 30 | 2 lbs. | 625 gil |
40mm Fragmentation Grenade: This small explosive device must be fired from a 40mm grenade launcher. It sprays shrapnel in all directions when it explodes. The cost given is for a box of 6 grenades.
C4/Semtex: So-called “plastic” explosives resemble slabs of wax and can take various shapes. The information on the table represents a 1-pound block. Additional blocks can be wired together, increasing the damage and burst radius; each additional block increases the damage by +2d6 and the burst radius by 2 feet and requires a Craft (explosives) check (DC 15) to link them. The cost given represents a package of 4 blocks. C4/Semtex requires a detonator to set off.
Det Cord: Det cord is an explosive in a rope-like form. Technically, det cord doesn’t explode—but it burns so fast (4,000 yards per second) that it might as well be exploding. Normally used to string multiple explosive charges together for simultaneous detonation (allowing a single detonator to set them all off) det cord can also be looped around a tree or post or other object to cut it neatly in half.
The information on the table represents a 50-foot length. A length of det cord can be spread out to pass through up to ten 5-foot squares. When this is the case, it deals the indicated damage to all individuals in each 5-foot square through which it passes.
It can also be doubled up; for each additional 5 feet of cord within a single 5-foot square, increase the damage by +1d6. Det cord requires a detonator to set it off.
Dynamite: Perhaps one of the most common and straightforward explosives, dynamite is very stable under normal conditions. A stick of dynamite requires a fuse or detonator to set it off. Additional sticks can be set off at the same time if they are within the burst radius of the first stick, increasing the damage and burst radius of the explosion. Each additional stick increases the damage by +1d6 (maximum 10d6) and the burst radius by 5 feet (maximum 20 feet).
It’s possible to wire together several sticks of dynamite for even greater explosive effect. Doing so requires a Craft (explosives) (DC 10 + 1 per stick). If the character succeeds on the check, the damage or the burst radius of the explosion increases by 50% (the character’s choice). Dynamite is sold in boxes of 12 sticks.
To set off dynamite using a fuse, the fuse must first be lit, requiring a move action (and a lighter or other source of flame). The amount of time until the dynamite explodes depends on the length of the fuse—a fuse can be cut short enough for the dynamite to detonate in the same round (allowing it to be used much like a grenade) or long enough to take several minutes to detonate. Cutting the fuse to the appropriate length requires a move action.
Fragmentation Grenade: The most common military grenade, this is a small explosive device that sprays shrapnel in all directions when it explodes. The cost given is for a box of 6 grenades.
Molotov Cocktail: A Molotov cocktail is a flask containing a flammable liquid, plugged with a rag. A Molotov cocktail is easily made by hand with a Craft (explosives) DC 10 or Intelligence check DC 15. To use it, the rag must first be lit, requiring a move action (and a lighter or other source of flame). The cocktail detonates in 2 rounds or on impact with a solid object, whichever comes first. A target that takes a direct hit is dealt an additional 1d6 points of fire damage in the following round and risks catching on fire (Reflex save DC 12).
Smoke Grenade: On the round when it is thrown, a smoke grenade fills the four squares around it with smoke. On the following round, it fills all squares within 10 feet and on the third round it fills all squares within 15 feet. The smoke obscures all sight, including the darkvision ability granted by night vision goggles. Any individual within the area has total concealment. It disperses after 10 rounds, though a moderate wind (11+ mph) disperses the smoke in 4 rounds and a strong wind (21+ mph) disperses it in 1 round. Smoke grenades are available in several colors, including white, red, yellow, green and purple. As such, they can be used as signal devices. The cost given is for a box of 6 grenades.
Tear Gas Grenade: On the round that it is thrown, a tear gas grenade fills a 5-foot radius with a cloud of irritant that causes eyes to fill with tears. On the following round, it fills a 10-foot radius and on the third round it fills a 15-foot radius. It disperses after 10 rounds, though a moderate wind (11+ mph) disperses the smoke in 4 rounds and a strong wind (21+ mph) disperses it in 1 round.
A character caught in a cloud of tear gas must make a Fortitude save (DC 15) or be nauseated. This effect lasts as long as the character is in the cloud and for 1d6 rounds after he or she leaves the cloud. A gas mask renders the target immune to the effects. A wet cloth held over the eyes, nose and mouth provides a +2 bonus on the Fortitude save. The cost given is for a box of 6 grenades.
Thermite Grenade: Thermite does not technically explode. Instead, it creates intense heat meant to burn or melt through an object upon which the grenade is set. Military forces use thermite grenades to quickly destroy key pieces of equipment. The cost given is for a box of 6 grenades.
White Phosphorus Grenade: White phosphorus grenades use an explosive charge to distribute burning phosphorus across the burst radius. Any target that takes damage from a White Phosphorus grenade is dealt an additional 2d6 points of fire damage in the following round and risks catching on fire (Reflex save DC 15). In addition, a WP grenade creates a cloud of smoke. Treat a white phosphorus grenade as a smoke grenade. The cost given is for a box of 6 grenades.
Thrown Explosives
Make a ranged attack against an unoccupied grid intersection (AC 5 plus range penalties.)
- Hit: Individuals in all adjacent squares are dealt damage.
- Miss: First, roll 1d8 to determine the miss direction of the throw.
- 1 – Falls short (straight line towards the thrower).
- 2 through 8 – Count around the target individual or grid intersection in a clockwise direction.
Then, count a number of squares in the indicated direction equal to the number of range increments thrown. The thrown object lands that number of spaces away from the target. Finally, the item deals damage to all individuals in the square it lands in and in all adjacent squares.
Planted Explosives
A planted explosive is set in place, with a timer or fuse determining when it goes off. No attack roll is necessary to plant an explosive; the explosive sits where it is placed until it is moved or goes off. When a planted explosive detonates, it deals its damage to all targets within the burst radius of the weapon. The targets may make Reflex saves (DC varies according to the explosive type) for half damage.
Grenades and Explosives
Many explosives require detonators, which are described in Weapon Accessories.
No feat is required to use these thrown weapons.
Weapon Accessories
As if modern weapons weren’t dangerous enough, a number of accessories can increase their utility or efficiency.
Table: Gear (Weapon Accessories)
Object | Size | Weight | Cost |
---|---|---|---|
Angled Foregrip | Small | 1 lbs. | 40 Gil |
Bipod | Small | 1 lbs. | 50 Gil |
Box Magazine | Tiny | 0.5 lbs. | 5 Gil |
Extended Magazines | Small | — | Base +# |
> 10 Rounds | — | +0 lbs. | +5 Gil |
> 15 Rounds | — | +0 lbs. | +10 Gil |
> 20 Rounds | — | +0.5 lbs. | +15 Gil |
> 50 Rounds | — | +1 lbs. | +45 Gil |
Forward Grip | Small | 1 lbs. | 35 Gil |
Holster, Hip | Tiny | 1 lbs. | 35 Gil |
Holster, Concealed | Tiny | 1 lbs. | 40 Gil |
Illuminator | Tiny | 0.5 lbs. | 85 Gil |
Laser Sight | Tiny | 0.5 lbs. | 25 Gil |
Scope, Standard | Tiny | 0.5 lbs. | 70 Gil |
Scope, Electro-Optical | Small | 3 lbs. | 110 Gil |
Shotgun Choke | Small | 1 lbs. | 600 Gil |
Suppressor, Handguns | Tiny | 1 lbs. | 250 Gil |
Suppressor, Longarms | Small | 4 lbs. | 400 Gil |
Tripod | Small | 1.5 lbs. | 55 Gil |
Angled Foregrip: An angled foregrip helps when you have to rapidly move from target to target; this attachment can only be applied to longarms. This weapon attachment gives a +1 equipment bonus to attack rolls if you have moved more than 10ft. that round. You gain an additional +1 bonus if the user possesses the Shot on the Run feat. A weapon can only have either a forward grip or an angled foregrip, not both.
Bipod: A bipod is an attachment, usually to a weapon, that helps support and steady it. Setting up a bipod is a swift action, while retracting it is a free action.
Box Magazine: For weapons that use box magazines, a character can purchase extras.
Extended Magazines: An extended magazine can be bought by adding the base price of a regular box magazine and the listed prices above. (Extended magazines cannot be used with a Sniper Rifle.)
- > +10 Round bonus can be applied to all firearms that are reloaded with box mags.
- > +15 Round bonus can be applied to advanced firearms and heavy machine guns that are reloaded with box mags.
- > +20 Round bonus can be applied to longarm and light and heavy machine guns.
- > +50 Round bonus can be applied to only light and heavy machine guns.
Forward Grip: A forward grip enhances the control over the firearm and provides more grip for the weapon; this attachment can only be applied to longarms and certain light machine guns. This reduces the penalty for automatic fire by -1 (minimum of -1) on attack rolls. A weapon can only have either a forward grip or an angled foregrip, not both.
Holster, Hip: This holster holds the weapon in an easily accessed—and easily seen—location. (Holsters are generally available for all Medium-size or smaller firearms.)
Holster, Concealed: A concealed carry holster is designed to help keep a weapon out of sight (see Concealed Weapons and Objects). In most cases, this is a shoulder holster (the weapon fits under the wearer’s armpit, presumably beneath a jacket). Small or Tiny weapons can be carried in waistband holsters (often placed inside the wearer’s waistband against his or her back). Tiny weapons can also be carried in ankle or boot holsters. This grants a +4 equipment bonus to your Sleight of Hand checks to hide the weapon on your person against visual inspection, though it doesn’t help for being frisked. (Holsters are generally available for all Medium-size or smaller firearms.)
Illuminator: An illuminator is a small flashlight that mounts to a firearm. It functions as a standard flashlight, and can be toggled on or off as a free action.
Laser Sight: This small laser mounts on a firearm and projects a tiny red dot on the weapon’s target. A laser sight grants a +1 equipment bonus on all attack rolls made against targets no farther than 30 feet away. However, a laser sight can’t be used outdoors during the daytime or in areas of bright light. It also provides no benefits if the user is blind or otherwise cannot see.
Scope, Standard: A standard scope increases the range increment for a ranged weapon by one-half (multiply by 1.5). However, to use a scope a character must spend a standard action acquiring his or her target. If the character changes targets or otherwise loses sight of the target, the user must reacquire the target to gain the benefit of the scope.
Scope, Electro-Optical: An electro-optical scope functions the same as a standard scope in normal light. In darkness, however, the user sees through it as if he had the dark-vision ability granted by night vision goggles.
Shotgun Choke: A shotgun choke removes the scatter quality of a shotgun, changing the range of a buckshot from 15’ to the first range increment of the shotgun. This attachment removes the ability of the shotgun to fire past the first range increment and the usage of slugs. Modifying a weapon to accept a shotgun choke requires a Craft (mechanical) check (DC 15). Once a weapon has been modified in this manner, a shotgun choke can be attached or removed as a full round action.
Suppressor, Handguns and Longarms: A suppressor fits on the end of a firearm, dramatically reducing the sound the weapon makes when it is used. For handguns, the only sound is the mechanical action of the weapon (Perception check, DC 15, to notice). For longarms, the supersonic speed of the bullet itself still makes noise. However, it’s difficult to tell where the sound is coming from, requiring a Perception check (DC 15) to locate the source of the gunfire. Modifying a weapon to accept a suppressor requires a Craft (mechanical) check (DC 15). Once a weapon has been modified in this manner, a suppressor can be attached or removed as a move action. Suppressors cannot be used on revolvers or shotguns.
Tripod: A tripod is a portable three-legged frame or stand, used as a platform for supporting the weight and maintaining the stability of heavy machine guns. It takes a move action to deploy and a swift action to remove it from it’s stationary position. A tripod can be placed prone or standing depending on the terrain and support available. When set up, it restricts the field of fire of the attached firearm to a 45 degree cone, chosen when set up. Ripping a weapon from a tripod requires a Strength check (DC 14) to remove as a free action, after which the tripod is considered broken.