Pathfinder modern weapons

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Palanan

, AM

Recently myself and another Playgrounder ran a test encounter between a standard Pathfinder party and a squad of modern soldiers built with D20 Modern rules. In the process we experienced firsthand some of the imbalances between the two systems, in particular with the limited hit points and weapon damage on the D20 Modern side.

Now I’m wondering how to build modern soldiers using Pathfinder rules, and I’m wondering if there are any examples that already exist. I’m aware that there are some WWI-era Russian soldiers in “Rasputin Must Die,” the fifth chapter of the Reign of Winter AP, but I don’t own that one and I’m not sure what classes and feats they’re built with.

Does anyone know of any builds for modern soldiers in other Paizo products, or has anyone tried doing this themselves? And does Pathfinder have stats for the sorts of weapons that a modern recon squad would be carrying?


Khosan

, AM

Pathfinder does have rules for modern firearms (https://www.d20pfsrd.com/equipment/weapons/firearms/modern-firearms/). Their main advantages are range and the fact that they always target touch AC (https://www.d20pfsrd.com/equipmenT/weapons/firearms/#Firearm_Rules). You can have a small team of soldiers equipped with light machine guns feet away, peppering their targets for 2d6 damage per attack pretty reliably.


Palanan

, PM

Originally Posted by Khosan
Pathfinder does have rules for modern firearms.

Thanks, I've come across those before. The weapons in the first table are from the Reign of Winter AP, so those represent a small selection of weapons from Ideally I'd like to find rules for firearms in use by the US military today.


TheTeaMustFlow

, PM

Thanks, I've come across those before. The weapons in the first table are from the Reign of Winter AP, so those represent a small selection of weapons from Ideally I'd like to find rules for firearms in use by the US military today.

For most of them?
Get the modern weapon's wikipedia page.
Take the nearest comparable weapon from the table.
Increase capacity to match wiki.
Add autofire if appropriate.

That's basically enough, maybe increase ranges or decrease misfire values. Certainly don't increase damage or anything like that.

Firearms have changed less than you might think in the last century. Bear in mind that the M Pistol, older than most of the weapons in that table, is still in use by many countries and organisations with only relatively minor changes.


Palanan

, AM

Details of weapons aside, how would you go about building a rifleman or a grenadier in Pathfinder?

I'm assuming that the basic fighter chassis would work, but open to ideas about feats and archetypes that would pair well with modern weapons.


MesiDoomstalker

, AM

There are rules for Troops (basically, humanoid swarms) as well as a Fighter Archetype specifically for firearms which were used in the Reign of Winter AP for the sections where the PC's fought WWI soldiers.


AvatarVecna

, AM

The AP in question ends up building soldiers as Fighter 6 (Trench Fighter), at least without touching on troops that start getting into the blatantly supernatural upgrades. There's also troops, which are 1) going to be far more threatening than individual soldiers, and will give you an idea of what militaries are properly capable of according to the PF developers, and 2) are statted up on the SRD in the Modern Firearms section. (https://www.d20pfsrd.com/equipment/weapons/firearms/modern-firearms/#Common_Troops) That includes rifle troops, chemical warfare troops, flamethrower troops, machine gun troops, and mortar troops. That same page also has stats for the single rifleman mentioned earlier (Fighter 6, CR 5).

The same AP also has three variants of Animated Tank (https://aonprd.com/MonsterDisplay.aspx?ItemName=Animated%20Tank). If you are of the opinion that an animated tank is about as capable as one that is being piloted, this gives you a pretty good idea of how dangerous some WW1 tanks are. The same module also has a Tsar Tank, a not-animated Tank that has a proper crew running it, and that's CR 12 same as the default Animated Tank (although Tsar Tank and the Animated Tank model are different kinds of tanks I think? I'm not a tank scientist, you'll have to ask your local not-a-Nazi tank-enthusiast to get an idea about how they compare). There's a couple kinds of snipers in the module too, but both are undead, so it's unclear if they should be considered a representative of how dangerous snipers are compared to normal soldiers or not.


Palanan

, PM

Originally Posted by AvatarVecna
That same page also has stats for the single rifleman mentioned earlier (Fighter 6, CR 5).

Thanks, I didn't see the rifleman stats when I first looked at that page.

Most of the feats on that build are pretty generic ranged feats. Does Pathfinder have any firearms feats that would (or would not) be applicable to modern weapons?


AvatarVecna

, PM

Thanks, I didn't see the rifleman stats when I first looked at that page.

Most of the feats on that build are pretty generic ranged feats. Does Pathfinder have any firearms feats that would (or would not) be applicable to modern weapons?

There's not a lot that's specifically applicable to firearms, it's mostly just generic ranged stuff. Which, to be fair, is plenty good on its own. There's a few that would do this build some good:

1) Rapid Reload. It's not quite as necessary for modern firearms as it is for early firearms, but it'll mean a swift action every other turn instead of a move action.

2) Clustered Shots. This makes it so that multiple attacks on a target in the same round only reduce the damage by DR a single time, instead of once per hit.

3) Improved Initiative is good for anybody.

4) It might be worthwhile to take Iron Will and boost that Will save a bit.

EDIT: I'd recommend these replacing Dodge, Toughness, Weapon Focus, and Weapon Specialization.


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Modern Firearms

Contents

Firearms of early modern earth are more reliable and accurate than early firearms, and produced for war on a much more massive scale than even the advanced firearms listed here. Modern firearms use brass cartridges loaded into a chamber rather than shoved down the muzzle. Firearms’ capacity for these cartridges—particularly in long guns—has increased significantly, increasing the rate of fire. Another significant development is the invention of automatic fire, which allows belt-fed machine guns the capability to mow down targets with an amazing rain of fire, showering lead on opponents. Though the firearms presented here were most commonly used by soldiers in World War II, these statistics can be used to simulate most other firearms of the same era. The costs listed for the various weapons and gear here represent the costs associated with a world where guns are everywhere, and thus cost 10% of the amount they would cost in a place where they are rarer.

Modern Firearms
Modern One-Handed FirearmsCostDmg (M)CriticalRangeMisfireCapacityWeightTypeSpecial
Revolver, Nagant M gp1d8x480 ft.17>4 lbs.B and P
Modern Two-Handed FirearmsCostDmg (M)CriticalRangeMisfireCapacityWeightTypeSpecial
Flamethrower, Lawrence gp4d6620 lbs.>Fire>—
Fuel tank50 gp40 lbs.
Light machine gun, Madsen1, gp2d6x4 ft.1–220, 30, or 4020 lbs.B and PAutomatic
Machine gun, Maxim M1, gp2d8x4 ft.1–2 lbs.B and PAutomatic
Rifle, Mosin-Nagant M gp1d10x480 ft.159 lbs.B and P
Siege Firearms
Siege FirearmCostDmg (M)CriticalRangeMisfireWeightTypeCrewAimLoad
Aasen mortar gp6d6x3 ft. (50 ft. min.)150 lbs.B, P, and S101
Hotchkiss 6 pounder2, gp8d6x3 ft.1SpecialB, P, and S202
Modern Explosives
ExplosiveCostDmg (M)CriticalRangeMisfireWeightTypeSpecial
Gas cylinder gpSee description50 lbs.See description
M grenade (concussion)50 gp3d6x220 ft.1 lb.BSee description
M grenade (fragmentation)75 gp4d6x220 ft.1 lb.B, P, and SSee description
M chemical grenade gpSee description20 ft.2 lbs.AcidSee description

Automatic Weapon Quality: Modern firearms include a new type of firearm—the automatic firearm. A weapon with the automatic weapon quality fires a burst of bullets with a single pull of the trigger, attacking all creatures in a line. This line starts from any corner of your space and extends to the limit of the weapon&#;s range or until it strikes a barrier it cannot penetrate. When an automatic weapon attacks all creatures in a line, it makes a separate attack roll against each creature in the line. Each creature in the line can only be attacked with one bullet from each burst. Each attack roll takes a –2 penalty to account for recoil, 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 an automatic weapon&#;s line attack. If any of the attack rolls threaten a critical hit, confirm the critical for that attack roll alone. An automatic weapon misfires only if all of the attack rolls made misfire. A single attack with an automatic weapon fires 10 bullets. An automatic weapon cannot fire single bullets that target one creature. When taking a full-attack action with an automatic weapon, you can fire as many bursts in a round as you have attacks.

Firearm Proficiency: In a 20th century Earth-style campaign, guns are everywhere. Early firearms are seen as antiques, and advanced firearms are widespread. Firearms are considered simple weapons, and the gunslinger loses the gunsmith class feature and instead gains the gun training class feature at 1st level.

Capacity: Modern firearms typically have a much greater capacity than earlier firearms, and are frequently easier to load. When making a full-attack action with a single-shot or semi-automatic firearm, you may fire a firearm as many times in a round as you have attacks, up to the number of cartridges in the weapon (or more, if you can reload the weapon as a swift or free action while making a full-attack action).

Loading Modern Firearms: With the exception of antique weapons, almost all modern firearms are chamber-loaded, in that a plastic or brass cartridge is inserted directly into the chamber either by hand or by an ammunition-feeding mechanism such as a magazine or clip. Otherwise, loading follows the rules for advanced firearms. Other rules for loading a firearm depend on the firearm&#;s overall capacity and replaceable magazine capability.

Internal Magazine Firearms: Some firearms, such as modern shotguns, bolt-actions, lever-actions, and older styles such as revolvers, retain their ammunition internally, either through a permanently attached tube-feed magazine, an internal holding chamber, or a revolving cylinder, along with more archaic designs. Unless otherwise stated, it is a move action to load up to 6 rounds of ammunition into a one-handed or two-handed modern firearm of this nature.

Magazines: Reloading devices such as clips, ammo belts, “stripper clips,” speedloaders, and detachable magazines allow many modern firearms to be reloaded more quickly than their predecessors, with the entire magazine being replaced relatively swiftly. Such firearms require a swift action to load a one-handed or two-handed advanced firearm to the capacity of the replacement magazine.

Weapon Descriptions

Flamethrower: One of the most infamous devices to evolve as a result of trench warfare, the flamethrower is still in its infancy in the early twentieth century. The device consists of a cumbersome backpack of two tanks and a swivel-mounted, handheld projection unit, or “lance.” When the device is aimed and a small hand lever depressed, a small gas burner ignites the oil, which is propelled forth in a blazing stream of intense flame. A flamethrower with full tanks is capable of unleashing up to 6 charges of ignited oil, to devastating effect.

When using a flamethrower, the wielder projects a foot-long line of fire, attempting a separate attack roll against each creature within the line. Each attack roll takes a –2 penalty, 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 this line attack. If any of the rolls threatens a critical hit, the wielder confirms the critical for that roll alone.

All affected creatures take 4d6 points of damage, and any creature hit by the flaming stream must also succeed at succeed at a DC 20 Reflex save or catch fire, taking an additional 2d6 points of damage each round until the flames are extinguished. A burning creature can attempt a new save as a full-round action, and dropping and rolling on the ground grants a +2 bonus on this save.

The device&#;s tanks and backpacks are awkward, and the wielder takes a –4 armor check penalty when wearing the cumbersome device. In addition, the tanks have hardness 10 and 5 hit points, and if the tank is ruptured in the presence of any adjacent flame (including the device&#;s own gas igniter), a mighty conflagration erupts, the wielder takes 6d6 points of fire damage, and all creatures within a foot radius take 3d6 points of fire damage (Reflex DC 20 for half). Any creatures who take damage must succeed at a DC 20 Reflex save or catch on fire.

Flamethrower Fuel Tank: This pair of tanks—one filled with oil, and the other a propellant— provides enough flammable material to use a flamethrower six times.

Light Machine Gun: This imposing machine gun is light enough to be transported and wielded by a single user. Chambered for the military in mm, this machine gun uses a top-loading, detachable , , or round magazine. Like most machine guns, it is only capable of automatic fire.

Machine Gun: This heavy machine gun uses mm ammunition in round belts. Although a single person can fire a Maxim, it typically has a two-person crew: the gunner, and a loader who assists with feeding the ammunition belt into the weapon. As a full-round action, the loader can use a special aid another action to grant the gunner a +2 bonus on his next attack roll. Because of its size and heavy weight, this gun is often either mounted on a wheeled chassis with a gun shield for trench defensive use, or on the back of a horse-drawn wagon. Assuming a user can even lift the weapon, firing a Maxim M machine gun that is not mounted imparts a –4 penalty on attack rolls and the recoil knocks the wielder prone. The machine gun is automatic-fire only. The armored shield provides cover when firing the weapon from the prone position.

Rifle: This bolt-action rifle is the mainstay of military forces. It is similar to the advanced firearms rifle with the following differences. It uses the same mmR ammunition as the machine gun, and is fed from a 5-round internal, nondetachable magazine that is typically loaded with 5-round stripper clips (loading it is a move action). Without stripper clips, you may only reload up to 2 rounds of ammunition as a move action. Ammunition is typically sold in groups of 5 rounds. The rifle has a lug for the attachment of a socket bayonet, and can be equipped with a unique sidemount scope system.

Nagant M Revolver: This firearm is identical in operation to the advanced firearms revolver, though it has a capacity of 7 instead of 6.

Siege Firearms

Mortar: A mortar is an indirect-fire advanced siege firearm, consisting of a heavy steel barrel, a loading mechanism, and a folding bipod stand, and is used to launch explosives to penetrate enemy defensive lines. Aiming a mortar is part of the standard action required to fire it. Reloading the mortar is a full-round action, and the user loads a grenade-like projectile into the breech of the weapon&#;s steel barrel, along with a blank rifle round that propels the bomb when triggered. The weapon uses indirect fire to lob bombs in slow-moving, high arcs, and the user targets a specific square. Mortars can also be fired as direct-fire siege engines. When used for direct fire, they take a –4 penalty on attack rolls and their range increment is halved, but they do not have a minimum range. After the point of impact is determined, the shell explodes and deals 6d6 points of bludgeoning, piercing, and slashing damage to all creatures in a foot radius (Reflex DC 20 for half). A mortar has hardness 10 and 35 hit points; it fires special, finned fragmentation bombs that cost 10 gp each and weigh 4 pounds each.

These bombs usually arrive on the battlefront in wooden cases containing 6 mortars each.

6 pounder: The 6 pounder is a direct-fire advanced siege firearm that must be mounted in place on a vehicle to be used. It fires high explosive (HE) shells that deal 8d6 points of bludgeoning, piercing, and slashing damage in a foot radius around the point of impact (Reflex DC 20 for half). A 6 pounder is a Medium weapon and has hardness 10 and 70 hit points. High explosive shells cost 25 gp each and weigh 6 pounds each.

Explosives

The following explosives shook the battlefields of the Great War. Making an attack with a grenade is similar to throwing a splash weapon. Specific details for the explosives are listed in their descriptions.

Gas Cylinder (Mustard Gas): This large metal canister releases a cloud of toxic gas. It is usually placed on the ground and triggered so that the wind blows the gas toward enemy positions. Normally, multiple gas cylinders are placed in line and triggered together to cover a wider area of the battlefield. First, determine what direction the wind is blowing by rolling 1d4 (1 is north, 2 is east, 3 is south, and 4 is west). When triggered, a gas cylinder releases a cloud of mustard gas on in a foot cone. On the following 2 rounds, the cloud extends by an additional foot square away from the canister, forming a foot-wide, foot-long cloud at the end of 3 rounds. The cloud moves with the wind, rolling along the surface of the ground, and disperses after 10 rounds. A strong wind (21+ mph) disperses the cloud in 4 rounds, and a severe wind (31+ mph) disperses it in 1 round.

Grenade, Concussion: This time-delayed concussion grenade is a mainstay of trench warfare. The device appears to be little more than a metal cylinder tapering to a handle containing a spring-loaded lever. To detonate the device, you disengage the safety pin while depressing the handle&#;s lever, which releases the firing pin when thrown. The device detonates at the beginning of your next turn, hopefully in the area you targeted. The device relies on a concussive blast to deal damage, and all creatures within a foot radius take 3d6 points of bludgeoning damage (Reflex DC 15 for half).

Grenade, Fragmentation: Standard grenades can be fitted with an optional fragmentation sleeve. This sleeve converts the normal concussive blasts into a cloud of deadly shrapnel at the expense of a decreased damage radius. The device is armed and detonated in the same manner as a regular grenade, though the explosion radius is reduced to a foot radius and the grenade instead deals 4d6 bludgeoning, piercing, and slashing damage (Reflex DC 15 for half).

Grenade, Chemical: This grenade is modified and enlarged to release a cloud of toxic gas upon detonation. Resembling an overlarge metal can with a small lever and handle protruding from the bottom, the grenade is armed by pulling back on a metal firing pin held in place by the handle&#;s depressed lever, which is released when thrown. At the beginning of your next turn, the grenade spews forth a cloud of mustard gas in a foot radius. The cloud disperses naturally after 4 rounds; a strong wind (21+ mph) disperses the cloud in 1 round.

Other Modern Military Gear

The following items were also used by the military units of this time period.

ItemCost (gp)Weight (lbs.)
Bayonet, socket51
Gas mask251
Gas mask canister51
Scope251
Tachanka1,

Bayonet, Socket: A socket bayonet fits onto a lug mounted on the barrel of some modern firearms. It has the same statistics as a bayonet, but a firearm fitted with a bayonet lug can be fired while the bayonet is in place, albeit with a –2 penalty on attack rolls. Each bayonet is designed for a specific model of firearm.

Gas Mask: Gas masks are rubberized-cloth masks fitted with thick glass eyepieces and a charcoal-dust filter in a rectangular canister that screws in near the mouthpiece. A gas mask is worn tightly around the head and face, allowing the user to breathe in hazardous environments. A gas mask grants immunity to inhaled poisons and other non-magical airborne attacks that require you to breathe them, and a +2 bonus on saving throws against magical cloud or magical gas attacks. Using a gas mask imposes a –2 penalty on hearing- and sight-based Perception checks. A gas mask&#;s filter canister can be used for 8 hours before needing to be replaced.

Scope: Scopes are telescopic sights mounted on rifles to increase accuracy at range by magnifying the target. Scopes reduce the penalty for ranged attacks by 1 for each range increment.

Tachanka: This vehicle consists of an agile wagon with a machine gun mounted in the back. The driver sits at the front of the tachanka while the machine gun crew sits at the rear. Though only one horse is required to pull the tachanka, sometimes two or more were used. The price and weight listed in the table above include the wagon and the mounted machine gun but not the horse. This vehicle uses the same statistics as the light wagon, but with the addition of a Maxim M machine gun.

Mustard Gas

Mustard gas is normally deployed via gas cylinders or chemical grenades. A cloud of mustard gas obscures vision like fog cloud and looks like a bank of fog, except that its vapors are yellowish-brown. Living creatures within a cloud of mustard gas take 3d6 points of acid damage when first exposed to the gas and must succeed at a DC 18 Fortitude save each round or become nauseated and blinded for as long as they are in the cloud and for 1d4+1 rounds after leaving the cloud.

Creatures that succeed at their save but remain in the cloud must continue to save each round on their turn. This is a poison effect. Because mustard gas is heavier than air, its vapors sink to the lowest level of the land, pouring down into holes and trenches. A gas mask protects the wearer from the nausea and blindness effects of mustard gas, though holding one&#;s breath does not.

Tank

Colossal land vehicle
Squares 96 (40 ft. by 60 ft.; 25 feet high)

DEFENSE

AC 2 (currently –5); Hardness 10
hp 1, ()
Base Save +3

OFFENSE

Maximum Speed 90 ft.; Acceleration 30 ft.
Ranged 6 pounder +10 (8d6+1/×3), 3 machine guns +11/+6 (2d8+6/×4); CMB +8; CMD 18; Ramming Damage 8d8

STATISTICS

Propulsion alchemical (4 squares of diesel engines on either side of tank; hardness 10,; hp 80)
Driving CheckCraft (alchemy) or Knowledge (engineering) +10 to the DC
Forward Facing The tank&#;s forward
Driving Device throttle and two levers to steer the tank
Driving Space a single 5-foot-byfoot square in the middle deck that contains the tank&#;s driving device
Crew 4
Passengers 6 gunners

Decks 3; The middle deck contains the foot-byfoot crew compartment (including the driving square) with a 5-foot square machine guns on on each side. The lower deck is a 5-foot square inside the belly-mounted machine gun turret. The upper deck is a foot-square turret. The decks all have small armored slits serving as windows (treat as arrow slits) that provide improved cover to the crew within.

Weapons One 6 pounder gun in the upper turret that can fire to the front, rear, and both sides of the tank; one machine gun in the belly-mounted turret that can fire to the front, rear, and both sides of the tank; and two machine guns in sponsons on the sides of the tank (one on each side) that can only fire out the side of the tank that they are mounted on and cannot fire to the front or rear.

Ten soldiers crew a tank and operate its weapons. Three soldiers crew the 6 pounder gun in the upper turret, while the three machine guns in the belly turret and the side sponsons are each crewed by one soldier. Inside the tank, the crew has improved cover, granting them a +8 bonus to AC and a +4 bonus on Reflex saves.

Common Troops

The following stat block represents an average troop of soldiers. These troops are normally outfitted with Mosin-Nagant M rifles, M fragmentation grenades, and gas masks, but some variant troops carry additional weapons. A rifle troop&#;s troop attack is a combination of small arms fire, bayonets, trench shovels, and other close-combat attacks. As a troop takes up the same space as a Gargantuan creature—16 squares—appropriate miniatures can be used to represent the troop for tabletop play, though it is important to remember that each miniature does not necessarily represent a single creature; all of the miniatures represent the troop in its entirety.

When running a combat with multiple troops, it is recommended to roll initiative separately for each troop. With constant interruptions from barrages of rifle fire, grenades, and mortar explosions during a combat round, the chaos of modern warfare will be all the more effective and horrific.

Rifle Troop CR 11

XP 12,
LN Medium humanoid (human, troop)
Init +3; SensesPerception +23

DEFENSE

AC 24, touch 14, flat-footed 20 (+3 Dex, +1 dodge, +10 natural)
hp (16d8+80)
Fort +11, Ref +13, Will +8
Defensive Abilities gas masks, troop traits

OFFENSE

Speed 30 ft.
Melee troop +20 (4d6+8)
Space 20 ft.; Reach 5 ft.
Special Attacks fusillade (DC 23), grenade volley (DC 21)

TACTICS

During Combat These hardened soldiers maintain a steely resolve, concentrating their rifle fusillades on flying opponents or supernatural threats, or readying actions to launch grenade volleys at charging opponents. In the absence of armor, troops seek any scrap of cover they can earn—particularly trenches, fortifications, and walls.

Morale A troop disperses when reduced to 0 hit points or fewer.

STATISTICS

Str 26, Dex 17, Con 18, Int 11, Wis 12, Cha 11
Base Atk +12; CMB +20; CMD 34
FeatsAbility Focus (fusillade), Combat Reflexes, Dodge, Great Fortitude, Iron Will, Skill Focus (Perception), Skill Focus (Stealth), Toughness
SkillsClimb +15, Craft (firearms) +4, Knowledge (engineering) +1, Perception +23, Profession (soldier) +6, Stealth +10, Survival +8
Languages Russian

SPECIAL ABILITIES

Fusillade (Ex)

Rifle troops can fire a fusillade of rifle bullets as a standard action. This attack takes the form of up to four lines with a range of feet. These lines can start from the corner of any square in the troop&#;s space. All creatures in one of these lines&#; areas of effect take 6d10+6 points of bludgeoning and piercing damage (Reflex DC 23 for half). The save DC is Dexterity-based, and includes the bonus from the troop&#;s Ability Focus feat.

Gas Masks (Ex)

The soldiers of a rifle troop are all equipped with gas masks. This makes the troop immune to inhaled poisons and other non-magical airborne attacks that require breathing, and grants it a +2 bonus on saving throws against magical cloud or gas attacks.

Grenade Volley (Ex)

Rifle troops are equipped with grenades. As a move action, a rifle troop can target a single square up to 60 feet away with a volley of fragmentation grenades. A volley deals 12d6 points of piercing and slashing damage in a foot-radius burst (Reflex DC 21 for half). The save DC is Dexterity-based.

Variant Troops

Some troops are equipped with additional weapons that provide them with special attacks in addition to the abilities listed above.

These variant troops are as follows.

Chemical Warfare Troop (CR 11)

Some troops are equipped with chemical grenades in place of fragmentation grenades, and are able to unleash a devastating chemical attack. They gain the following special attack that replaces the grenade volley special attack.

Gas Attack (Ex)

As a move action, a chemical warfare troop can target a single square up to 60 feet away with a volley of chemical grenades, creating a foot-radius cloud of mustard gas. Living creatures within the cloud take 3d6 points of acid damage when first exposed to the gas and must succeed at a DC 22 Fortitude save each round or become nauseated and blinded for as long as they are in the cloud and for 1d4+1 rounds after leaving the cloud. This is a poison effect. Creatures that succeed at their saves but remain in the cloud must continue to save each round on their turn. The cloud disperses naturally after 4 rounds; a strong wind (21+ mph) disperses the cloud in 1 round. The save DC is Constitution-based.

Flamethrower Troop (CR 12)

A troop equipped with a flamethrower gains the following special attack.

Flamethrower Attack (Ex)

A flamethrower troop can attempt a flamethrower attack as a swift action. This attack takes the form of a foot-long line and deals 4d6 points of fire damage (Reflex DC 21 for half). The save DC is Dexterity-based. Creatures damaged by this attack must succeed at a DC 20 Reflex save or catch fire, taking an additional 2d6 points of fire damage per round until the flames are extinguished.

Machine Gun Troop (CR 12)

A troop equipped with a light machine gun or a machine gun gains the following special attack.

Machine Gun Burst (Ex)

A machine gun troop can attempt a machine gun attack as a swift action. This attack takes the form of a foot-long line and deals 4d8 points of bludgeoning and piercing damage (Reflex DC 21 for half). The save DC is Dexterity-based.

Mortar Troop (CR 12)

Some troops are equipped with mortars and gain the following special attack.

Mortar Barrage (Ex)

As a swift action, a mortar troop can target a single square up to feet away with mortar shells (minimum range of 50 feet). This attack deals 6d6 points of bludgeoning, piercing, and slashing damage to all creatures in a foot-radius burst (Reflex DC 21 for half). The save DC is Dexterity-based.

Rifle Soldier CR 5

XP 1,
Humanfighter (trench fighter) 6
LN Medium humanoid (human)
Init +3; SensesPerception +7

DEFENSE

AC 14, touch 14, flat-footed 10 (+3 Dex, +1 dodge)
hp 67 (6d10+30)
Fort +8, Ref +5, Will +3 (+2 vs. fear)
Defensive Abilitiesbravery +2

OFFENSE

Speed 30 ft.
Melee socket bayonet +7/+2 (1d6+1)
Ranged rifle +11/+6 (1d10+6/x4) or Rapid Shot rifle +9/+9/+4 (1d10+6/x4) or concussion grenade +9 (3d6)
Special Attacks trench warfare (rifle), weapon training (firearms +1)

STATISTICS

Str 13, Dex 16, Con 16, Int 10, Wis 12, Cha 8
Base Atk +6; CMB +7; CMD 21
FeatsDeadly Aim, Dodge, Point-Blank Shot, Precise Shot, Rapid Shot, Toughness, Weapon Focus (rifle), Weapon Specialization (rifle)
SkillsClimb +5, Craft (firearms) +4, Knowledge (engineering) +4, Perception +7, Profession (soldier) +5, Ride +7, Stealth +9, Survival +5
Languages Russian
Combat Gear M concussion grenades (2); Other Gear Mosin-Nagant M rifle with 20 metal cartridges, socket bayonet, gas mask

SPECIAL ABILITIES

Trench Warfare (Ex)

A rifle soldier gains a bonus equal to his Dexterity modifier on damage rolls when firing a rifle.

Land Mine CR 11

XP 12,
Type mechanical; Perception DC 29; Disable Device DC 29

EFFECTS

Trigger location; Reset none Effect explosion (8d6 bludgeoning, piercing, and slashing damage, Reflex DC 21 half); multiple targets (all targets in a ft. radius)

Each round when moving through a minefields there is a cumulative 20% chance of setting off one of the buried land mines. If the PCs realize the danger the minefields present, however (either by setting off one of the land mines or by discovering or disabling one), they have a chance to avoid other mines. Each time a PC is about to trigger a mine, allow that PC to attempt a DC 29 Perception check. If successful, the PC notices the mine and can avoid it without triggering it. If the check fails, the mine goes off. Regardless of how many mines are triggered or found, award XP only once per minefield (a total of two CR 11 encounters), when a mine either goes off or is found or disabled.

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Table of Contents

For modern weapons, i.e. firearms, the lack of metal has forced modern Athas to find another way of killing each other. Like everything else that used to be metal, bullets are usually made of super hardened ceramic tips, some with other special properties added to them for extra lethality.

Firearms are classified like normal ranged weapons, they are either simple, martial or exotic. Each of these also has a type similar to light, one-handed two-handed but instead it is pistol, sub-machine gun, rifle, heavy weapons, etc. The types are described below describe their typical differences in use or operation.

When it comes to exotic weapons a feat spent in a specific exotic group gains access to all in that group.

The weapons listed here are the general brand versions, produced by a dozen different manufactures and each is pretty much the same as the other. However there are some uniquely different firearms listed on the Specialty Firearms page.

All these firearms can be made magical with socketing as described below, but there are some actual uniquely magical firearms along with pseudo magical firearms found in the Magic Weapons page.

Simple Weapons
Pistols *
Sub-TypeCostDMGCritRngSizeWeightROFMagAmmo
Hold-out50 c1d4x215’S/M.5 lbsSS4B
Lightc1d6 x230’S/M1 lbsSA8C
Mediumc1d8 x230’S/M2 lbsSA12D
Heavyc1d10x325’S/M3 lbsSA10F
Hand Cannonc2d6x330&#;Medium5 lbsSS6H
Automaticc1d4x230’S/M3 lbsSA/BF/FA25B
Sub Machine Guns (SMG) *
Sub-TypeCostDMGCritRngSizeWeightROFMagAmmo
Lightc1d6x270’S/M4 lbsSA/BF/FA25C
Mediumc2d4x270’Medium5 lbsSA/BF30E
Automaticc1d8x270’Medium6 lbsSA/BF/FA45D
Scatter Rifle *
Sub-TypeCostDMGCritRngSizeWeightROFMagAmmo
Scatterc1d10 x230’Medium8 lbsSS (Cone)3SS
Double Barrel Scatterc1d10 / 2d10 x230&#;Medium12 lbsSS (Cone)2SS
Tactical Scatterc1d10 x230&#;Medium10 lbsSS/SA (Cone)8SS
Hand Grenades
Sub-TypeCostDMGCritRngSizeWeightROFMagAmmo
Fragmentationc4d6x3ThrownS/M1 lbsSS (15’)1Grenade
Flash/Bangc1d6x2ThrownS/M1 lbsSS (15’)1Grenade
High-Explosivec3d6x3ThrownS/M1 lbsSS (20’)1Grenade
Incendiaryc3d6 (fire)x3ThrownS/M1 lbsSS (15’)1Grenade
Spell Grenadecspell (lvl 5)&#;ThrownS/M1 lbsSS1Grenade
Martial Weapons
Rifle *
Sub-TypeCostDMGCritRngSizeWeightROFMagAmmo
Assaultc1d10 x2Medium7 lbsSA/BF/FA35F
Game Riflec2d4 x2Medium6 lbsSS/SA12E
Sniperc2d6 x2Medium7 lbsSS/SA15H
Heavy Sniperc3d6 x2Medium9 lbsSS6K
Light Machine Gun (LMG)c1d10 x2&#;Medium12 lbsFA (D)F
Medium Machine Gun (MMG)c2d6 x2&#;Medium23 lbsFA80 (D)H
Heavy Machine Gun (HMG)c3d6 x2&#;Large83 lbsFA60 (D)K
Mini-Gun12,c1d8 x290&#;Large85 lbsFA (D)D
Heavy Weapons (HW) *
Sub-TypeCostDMGCritRngSizeWeightROFMagAmmo
Grenade launcher (barrel mounted)c(grenade)(grenade)30’Medium2 lbsSS1WPG
Grenade launcherc(grenade)(grenade)70&#;Medium6 lbsSS1WPG
Multiple Grenade Launcher (MGL)5kc(grenade)(grenade)60&#;Medium12 lbsSS / SA6WPG
Weapon Propelled Grenades (WPG)
Sub-TypeCostDMGCritRngSizeWeightROFMagAmmo
Smoke70cFog Cloudx2(weapon)Medium1 lbsSS (30&#;)1WPG
Tear GascStinking Cloudx2(weapon)Medium1 lbsSS (20&#;)1WPG
Fragmentationc4d6x3(weapon)Medium1 lbsSS (25&#;)1WPG
High Explosivec3d6x3(weapon)Medium1 lbsSS (30&#;)1WPG
Spell WPGcspell (lvl 5)&#;(weapon)Medium1 lbsSS1WPG
Exotic Weapons
Heavy Weapons (HW) *
Sub-TypeCostDMGCritRngSizeWeightROFMagAmmo
RPG Launcherc(RPG)(RPG)(RPG)Medium15 lbsSS1RPG
Mini Missile Gunc(mini missile)(mini missile)(mini missile)S/M2 lbsSee notes1M1
Mini Missile Launcherc(mini missile)(mini missile)(mini missile)Medium5 lbsSee notes2M1
Mini Missile Battaryc(mini missile)(mini missle)(mini missle)Medium18 lbsSee notes8M1
RPG
Sub-TypeCostDMGCritRngSizeWeightROFMagAmmo
High Explosivec4d6x3&#;S/M3 lbs(30&#;)1RPG
Anti-Armorc6d6x3&#;S/M3 lbs(5&#;)1RPG
Spell RPGcspell (lvl 6)&#;&#;S/M3 lbsSS1RPG
Mini Missiles
Sub-TypeCostDMGCritRngSizeWeightROFMagAmmo
Dumb-Fire30c2d4x3&#;S/M1 lbs(5&#;)1mini missile
High Explosivec3d4x3&#;S/M1 lbs(10&#;)1mini missile
Tracer Missilec2d4x3&#;S/M1 lbs(5&#;)1mini missile
Incendiary Missile60c1d6 (fire)x3&#;S/M1 lbs(5&#;)1mini missile
Spell Missilecspell (lvl 4)&#;&#;S/M1 lbsSS1mini missile
Railguns *
Sub-TypeCostDMGCritRngSizeWeightROFMagAmmo
Railgun Riflec1d10 x2&#;Large lbsSA (6)90RG
Dual Railgun Rifle15,c1d10 x2&#;Large lbsSA (12)RG
Mortars *
Sub-TypeCostDMGCritRngSizeWeightROFMagAmmo
Light Mortarc(round)(round)&#;Large48 lbsSS1ML
Heavy Mortarc(round)(round)&#;Huge lbsSS1MH
Mortar Rounds
Sub-TypeCostDMGCritRngSizeWeightROFMagAmmo
Light Mortar &#; High Explosivec6d6x3(weapon)Large3 lbs(30&#;)1ML
Heavy Mortar &#; High Explosivec10d6x3(weapon)Huge31 lbs(40&#;)1MH
Light Mortar &#; Spellcspell (lvl 6)&#;(weapon)Large3 lbs&#;1ML
Heavy Mortar &#; Spellcspell (lvl 8)&#;(weapon)Huge31 lbs&#;1MH

*all weapons can be bought “socketed” to allow the addition of advanced modifications. This is done at x10 the cost and comes with 4 empty slots.

Rules for Firearms

The rules for using firearms can be found in Modern Combat.

Weapon Size (Size)

The size indicates the optimal size of the user/creature to use the weapon without a size penalty. If listed as S/M this means that either Small or Medium sized creatures can use the weapon interchangeably with no size penalty. Size penalties are -2 to hit for each accumulated size difference.

Ammunition

You can further modify your weapons by loading different types of ammunition. Here are the available types:

TypeCostDescription
Dumb-Dumb(See Caliber Chart)Comes with weapon. No special properties
Rubber Bulletc / box of Non-Lethal damage.
Amor Piercing (AP)c / box of Changes the damage type of the weapon to Piercing (P), but also reduces overall damage by 2.
Hollow Point (HP)c / box of Gives an overall damage bonus of +3, but the damage type remains Bludgeoning (B)
Dual Purpose (DP)c / box of Combines an armor piercing round with an explosive tip to keep the integrity of the bullet as it pierces the armor. Though it does increase the damage, it only does so to remove the -2 to damage from regular AP rounds. All in all, this is the same as the AP round, but without the -2 to damage.
Phase Bulletc / box of These bullets phase out of reality until they come into contact with something organic, i.e. flesh. Thus with these bullets, your attacks become ranged touch attacks and they ignore all DR.
Spell Bulletc / box of A specially crafted bullet that allows for placing a spell in it that will activate when it is fired from a weapon and then strikes something. Only 1 spell can be placed on the bullet and is at -2 of the caster level that placed the spell. Placing a spell requires a Spellcraft DC of 15 + caster level of the spell. The maximum spell level that can be placed is level 3 spells, but there is no limit the caster level (-2 when applied the bullet.) The bullet itself does normal damage (as a dumb-dumb) or can also be any of the other types of ammo as long as the extra price is paid. Spells are generally placed ahead of time on these bullets and can be purchased with preloaded spells on them at the GM&#;s discretion at the same cost of a scroll of the same. The spell will detonate at the spot the bullet strikes, it doesn&#;t get an additional range beyond that and area effect originates from that point. The shooter must still make a hit against normal AC when shooting at the target and the target gets any normal saving throws the spell allows. Additional information on Spell Rounds

Along with the different ammunition types, standardization in calibers allows you to use bullets you find in other weapons. For example, if you find a pistol, it&#;s possible the bullets it in (whether their special or not) might fit/work with your sub machine gun. In the weapon&#;s chart, there is the column labeled Ammo Match. This represents the caliber of the weapon (more or less) and any two types of firearms that share the same letter in this column can also share ammo. They will not share magazines/clip sizes, so you will need to remove the bullets to load them into the other type of firearm. Here&#;s the Caliber chart.

DamageCaliberCost
1d2A6c per
1d4B8c per
1d6C10c per
1d8D10c per
2d4E12c per
1d10F15c per
1d12G20c per
2d6H22c per
3d4I25c per
2d8J30c per
3d6K35c per
4d4L40c per
Scatter ShellSS18c per
1d6RG60c per

HOUSE RULES: When it comes to keeping track of ammunition, you only need to keep track of your Magazine size (for reloading purposes) and specialty ammunition. If your gun only has dumb-dumb ammo, you have an unlimited supply, but need to keep track of your shots for Magazine size. The Bullet Caliber chart does show the regular price for regular ammo just in case it is needed.

Specific Weapons

Pistols

All of the pistols can be dual-wielded as they are all small, one-handed weapons. However, only Light and Medium pistols can be dual-wielded as if you were wielding 2 light weapons. Heavy and Automatic pistols (and only on BF or FA), will count as 2 medium weapons, thus -4/-4 if you have Two Weapon Fighting.

Sub Machine Guns

There are no special rules for these. They do require 2 hands to wield and thus cannot be dual wielded.

Rifles

There are no special rules for Assault rifles, but there are for Scatter Rifles (shotguns) and Sniper Rifles.

Scatter: The Scatter rifle will do its damage in a 30º cone in front of the character up to the 30 foot range. Any creatures caught within will take the full damage.

Sniper: Sniper rifles come with an array of scopes that allow any Rogue (or any class that grants sneak attack) to use Sneak Attack at full range. However, they can only do so when using the SS fire mode. With SA, they still do full damage and can make their full number of attacks, but will not apply their Sneak Attack bonus damage.

Hand Grenades

The hand grenade is a small hand held cylinder about 3&#; long with a 1&#; diameter. Activate the grenade by pushing down and twisting the activator cap much like opening a safety bottle of pills. After the grenade is activate it will detonate in 4 seconds, because this is less then a round the action of activating, throwing and detonation all happen in the same round and all happens in the turn of the player for simple combat flow. Deactivating a grenade is simply turning the activation cap back to closed. This will reset the grenades fuse to where when activated again returns to a 4 second countdown.

Throwing Distance: When throwing a grenade use the standard Pathfinder rules. A hand grenade is a small balanced item thrown with 1 hand the multiplier is x4 with a range increment of 20 feet. The maximum distance a grenade can be thrown is based on a characters strength using the Heavy Load column as the max distance in feet.

Running Throw: If you have at least 10 feet to get a running start you get a +5 feet to the distance for every 10 feet of running speed.

Size: If a creature is other then medium size use the below size modifiers for adjusting the range increment and max throwing distance.
Tiny: x1/2, Small x3/4, Large x2, Huge x4, Gargantuan x8, Colossal x16

Pull The Pin: There is no pin to say like with a pineapple grenade it uses the twist activation as described above. But you can setup a grenade as a trap if you want using a Disable Device or Knowledge skill starting at DC 15 (higher if needed based on GM discretion on complexity of the trap.)

Advanced Hand Grenade Rule: If a GM chooses to use a more advanced rule for grenades then on the initiative turn of the character with the grenade they activate and throw the grenade then continue the Initiative turns until 3 more have passed and the grenade detonates. If another character&#;s initiative occurs before the grenade detonates they can react to it (if they are aware of the grenade.) If the grenade lands within their movement distance they can attempt to pickup the grenade and do something with it, throw it back, throw it away, deactivate it, etc. Also a character with the grenade can choose to hold onto the grenade for 3 initiative turns before throwing it to prevent an enemy from having an opportunity from reacting to it, the thrower gets a -1 to their attack when doing this, also rolling a fumble (natural 1) means they didn&#;t time the throw (or it had a shorter then expected fuse) and the grenade goes off in their hand with no reflex save available to the thrower.

TypeCostDamageCritDescription
Fragmentationc ea4d6x3This is the “standard” grenade. Standard damage listed, 15’ radius.
Flash/Bangc ea1d6x2Though it does less damage than a fragmentation grenade, it does cause a loud explosion and a bright flash in a 15’ radius. Any target caught in the radius must make a Fortitude save TN 25 or be Blinded and Deafened.
High Explosivec ea3d6x3This grenade has a higher blast radius of 20’, but is otherwise the same as the fragmentation variety.
Incendiaryc ea3d6 (fire)x3This grenade contains volatile chemicals that catch fire as it explodes. Any target caught in the radius must make a Reflex save TN 25 or they catch fire for an additional 2d4 fire damage (starts on the following round) until they put it out (Reflex save TN 20). If successful on the first Reflex save, they only take half damage on the following round and no following rounds. If they do not, they take full damage and must make the 2nd (and possibly more) Reflex saves to put out the fire. Every time they fail, they take an additional 2d4 damage from fire.
Spell Grenadec eaSpell
(Max Level 5)
&#;A specially crafted grenade that allows for placing a spell in it that will activate when the grenade detonates. Only 1 spell can be placed on the grenade and is at -2 of the caster level that placed the spell. Placing a spell requires a Spellcraft DC of 15 + caster level of the spell. The maximum spell level that can be placed is level 5 spells, but there is no limit the caster level (-2 when applied the bullet.) The grenade itself does only 1d4 points of damage if directly hit, but carries no detonation. Spells are generally placed ahead of time on these grenades and can be purchased with preloaded spells on them at the GM&#;s discretion at the same cost of a scroll of the same. The spell will detonate at the spot the grenade strikes, it doesn&#;t get an additional range beyond that and area effect originates from that point. The thrower must still make a hit against normal AC when throwing at the target and the target gets any normal saving throws the spell allows.

Weapon Propelled Grenades

This type of grenade contains an explosive charge that is used to fire the grenade out of a weapon instead of being thrown. This gives it an advantage of being able to go much farther then a traditional thrown grenade. The roll to hit is exactly the same as the Hand Grenade, however if a called shot is made (medium sized creature -2 to hit) and hits then the target takes an additional 1d6 points of damage from the grenade striking them. This damage can also be applied to grenade types that do no damage such as smoke and tear gas. Because a weapon propelled grenade detonates as soon as it hits there is no similar advanced rules as with the hand grenade.

TypeCostDamageCritDescription
Smoke70c eaFog Cloud&#;This grenade mimics the fog cloud spell but is non magical. The smoke lasts for 10 minutes and covers a 30&#; radius. The smoke obscures all sight, including darkvision beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can&#;t use sight to locate the target.) The smoke can also be one of many colors including red, blue, green, yellow, purple, pink, grey and white. Smoke is used for both covering movement as well as a signal device.
Tear Gasc eaStinking Cloud&#;This grenade contains chemicals that release a nauseating cloud that is exactly like the stinking cloud spell (but is non magical) and lasts for 4 rounds. Living creatures in the cloud become nauseated and continue to be so for 1d4+1 rounds after leaving it. Roll separately for each nauseated creature. Fortitude save
Fragmentationc ea4d6x3This is the “standard” grenade. Standard damage listed, 25’ radius.
High Explosivec ea3d6x3This grenade has a higher blast radius of 30’, but is otherwise the same as the fragmentation variety
Spell WPGc eaSpell
(Max Level 5)
&#;A specially crafted grenade that allows for placing a spell in it that will activate when the grenade detonates. Only 1 spell can be placed on the grenade and is at -2 of the caster level that placed the spell. Placing a spell requires a Spellcraft DC of 15 + caster level of the spell. The maximum spell level that can be placed is level 5 spells, but there is no limit the caster level (-2 when applied the bullet.) The grenade itself does only 1d6 points of damage if the target is directly hit but the grenade itself has no explosive charge. Spells are generally placed ahead of time on these grenades and can be purchased with preloaded spells on them at the GM&#;s discretion at the same cost of a scroll of the same. The spell will detonate at the spot the grenade strikes, it doesn&#;t get an additional range beyond that and area effect originates from that point. The shooter must still make a hit against normal AC when against the target and the target gets any normal saving throws the spell allows.

RPG

The Rocket Propelled Grenade uses the RPG launcher, this is very much like the real world RPG you may expect. It is a popular item by wasteland barbarians.

TypeCostDamageCritRangeDescription
High Explosivec ea4d6x3&#;The High Explosive round does damage to a 30&#; radius.
Anti-Armorc ea6d6x3&#;The Anti-Armor RPG is intended to doing lots of concentrated damage to a specific point in order to breach fortified armor. It only has a blast radius of 5&#;
Spell RPGc eaSpell
(Max Level 6)
x3&#;A specially crafted rocket propelled grenade that allows for placing a spell in it that will activate when the grenade detonates. Only 1 spell can be placed on the grenade and is at -2 of the caster level that placed the spell. Placing a spell requires a Spellcraft DC of 15 + caster level of the spell. The maximum spell level that can be placed is level 6 spells, but there is no limit the caster level (-2 when applied the bullet.) The grenade itself does only 1d8 physical damage of directly hit but the has no explosive charge. Spells are generally placed ahead of time on these grenades and can be purchased with preloaded spells on them at the GM&#;s discretion at the same cost of a scroll of the same. The spell will detonate at the spot the grenade strikes, it doesn&#;t get an additional range beyond that and area effect originates from that point. The shooter must still make a hit against normal AC when against the target and the target gets any normal saving throws the spell allows.

Mini Missiles

These types of rockets can be used in any of the rocket launchers available, even the wrist-mounted ones for armor or cybernetics. Regardless of type, all rockets do the listed damage on the weapon. There are some types that “add” additional damage, but the main damage for the rocket is the one listed by the weapon.

The standard dumb-fire mini-missile is more of an rocket propelled grenade then a missile, but because there is a guided version and are sometimes used in batteries arrays they given the term missile, for larger missiles see the Modern Missiles weapon page.

TypeCostDamageCritRangeDescription
Dumb-Fire10c ea2d6x3&#;This is the “standard” missile. Standard damage, 5&#; square. There are no other features
High Explosive30c ea3d6x3&#;This high-explosive warhead increases the blast area of the missile to 10&#; square.
Tracer Missile60c ea2d6x3&#;This comes with a laser guided targeting system build into the warhead. This allows for a +2 to hit and damages a 5&#; square.
Incendiary Missile30c ea2d4 firex3&#;The warhead on this missile contains a highly flammable fuel that spills over the target upon impact of a 5&#; square. On a successful hit, this missile causes 2d4 fire damage per round until put out (standard Reflex Save DC 15, but does take a full-round action)
Spell Missilec eaSpell
(Max Level 4)
&#;&#;A specially crafted mini missile that allows for placing a spell in it that will activate when the grenade detonates. Only 1 spell can be placed on the grenade and is at -2 of the caster level that placed the spell. Placing a spell requires a Spellcraft DC of 15 + caster level of the spell. The maximum spell level that can be placed is level 4 spells, but there is no limit the caster level (-2 when applied the bullet.) The missile itself does 1d6 points of damage if it directly hits the target but carries no explosive charge. Spells are generally placed ahead of time on these grenades and can be purchased with preloaded spells on them at the GM&#;s discretion at the same cost of a scroll of the same. The spell will detonate at the spot the grenade strikes, it doesn&#;t get an additional range beyond that and area effect originates from that point. The shooter must still make a hit against normal AC when against the target and the target gets any normal saving throws the spell allows.

Mortars

The mortar is considered an exotic weapon and requires Exotic Weapon Proficiency trained in Mortar to use. Mortars fire by shooting via indirect fire, which means it shoots up into the air in the direction of the target and it falls back to the ground. This indirect fire is very useful at hitting targets where a direct line of sight is not available. Mortars however can not hit targets less then their first penalty range, so the first possible hit is at the maximum distance and already suffers the first range increment penalty. Cover and concealment benefits may not be available to characters being attacked by a mortar.

You can actually hit a target less then the first range with a mortar by doing a called shot at -5, however as a safety feature the round is designed to not detonate if it hits that soon (disable device 15 to remove that feature.) Hitting a target without disabling the proximity safety means you hit it with the round directly and the kinetic energy of the round does the damage (ok you can do both at close range if you have disable the safety feature). A Light Mortar round does 1d10 dmg from a direct hit and a the Heavy Mortar does 2d10 dmg.
Indirect weapons such as mortars base their To Hit bonus and damage modifier on the Int Mod.

A mortar is considered a Large weapon and must be fired while positioned on the ground. Moving a mortar takes 1 full round to pick and another 1 full round action to deploy, it cannot be used in the same round it is deployed.

Railguns

The railgun is an exotic large scale weapon that uses an electromagnetic projectile launcher which fires caseless slugs. Most fire groups of slugs simultaneously as a single shot, that is why you will see a number in brackets next to the semi automatic indicator such as SA (6). This means you treat each firing as a semi automatic rule (one shot per attack). However the target is actually hit by a rapid group of slugs (in the example 6) at once, do not treat this like burst fire or full auto. Each slug does only 1d10 damage, but the standard damage from all 6 rounds comes to 6d However you would take the total damage to determine if you beat DR as the force of the rapid hits on the same spot does accumulate for railguns. However the railgun gets the best of both worlds, if the weapon is socketed with say the Flaming ranged magic weapon ability, then each round also gets the damage effect of 1d6 points of fire damage. This also applies to burst weapons critical damage being multiplied per slug. However in most cases only damage effects apply per shot, the GM should use his discretion on other socketed effects.

Railguns can also use slugs of any of the ammunition type (as long as the additional price is paid) including spell storing rounds, which is the main advantage of railguns as they can be even more devastating when using spell rounds with something like 6th level fireball. That means a SA(6) single shot using all spell storing rounds with fireballs would do 6d10 points of damage from the slugs as well as 6x 6d6 fireballs.

Technical: Railguns are primarily used with mechanized vehicles as they require a power source, each shot uses Jolts instantly (ji), twice that for the dual, see Jolt Power. The railgun has 4 Super Kick, Medium capacitors per barrel built-in, this gives it 10, ready to go Jolts or 5 shots before needing to recharge at a rate jolts per round ( jolts for the dual), so after it&#;s first 5 firings it is limited to 1 attack per round if it is connected to an adequate power source, otherwise it is out of juice and can&#;t fire. A techie could always attempt to upgrade it from the factory design by adding more or bigger capacitors and power sources.

Strength Requirement: Besides size requirements for use the railgun is a very heavy weapon which requires a strength of 20 for the regular and 25 for the dual. There is a -2 penalty for every strength size under the requirement for use as well as size penalty.

SmartGun Technology

SmartGun™ Technology was developed originally by Tyr Tech, but the patent has since expired and several weapons manufacturers have developed their own. Any firearm can be SmartGun enabled add c the base cost. If you want a firearm socketed AND SmartGun enabled, it is the normal x10 to the cost plus c extra. If enabled and linked to a SmartGun link to your Cerebral Processor, you gain a +2 to hit and damage. Other bonuses may apply if you have “synergized” cybernetics. See the Cybernetics description.

Quality

You can find nearly every weapon in three versions, brand which is the standard listed version, masterwork which is like normal masterwork weapons and knock-offs.

Masterwork

Firearms can also be masterwork, but not ammunition. Masterwork works like normal, it is a +1 enchantment bonus on attack rolls. The cost of a masterwork firearm is +30% the price of the weapon. Masterwork firearms come out of the premium quality control batches of weapons manufacturing assembly lines. They are usually offered as special editions or limited releases by the manufacturer. You will usually see them labeled like &#;The Silverarm th Anniversary Platinum Edition&#; or something along those lines.

Brand

Brand are the typical listed weapons in the weapons chart, they come in a wide variety of brands from Lugh Tech, Tyr Tech, Grock, Baragali and more.
Note: In the first several versions of Dark Sun Future we had created a huge number of weapons from a dozen different manufacturers, not unlike you would find in a giant guns catalog or see at a gun show. Many of them had exactly the same stats as the other and never once could I recall that it mattered for game play if my pistol was a Grock or a Bengali. There were a few exceptional weapons such as the Silverarm, but for practical purposes we&#;ve done away with all that from the weapons chart, but that doesn&#;t mean all those brand and tiny variations and year made versions don&#;t exist but they just don&#;t matter when it comes to gameplay. That being said you can still find a few of our favorite variations on the Specialty Firearms page.

Knock-off / Counterfeit

Need a gun cheap? You can get a non-brand knock-off or counterfeit at the GM&#;s discretion at half price! What&#;s the catch? Roll on the chart below to see.

Roll a d6DescriptionEffect
1JUNK!It broke as soon as you got it home. Broken conditions can&#;t be fixed short of a wish.
2Bent Barrel-2 To Hit
3Poor Rifling To Range
4Frequent JamsMisfires on natural 2 or 1.
5BackfiresJams cause backfire that does weapon damage to user.
6CAN&#;T TELL THE DIFFERENCE!None
Sours: https://wyrmworks.com/pathfinder/equipment-pathfinder/weapons-pathfinder/firearmsmodern-weapons/

The Weapons We All Came Here For: Guns!

Let’s face it, you can’t talk modern combat without talking about firearms.  If there are heroes and villains engaging in physical conflict, sooner or later, guns will be drawn. 

(If you don’t want to read about my design reasoning and just want to get to the good stuff click here)

Guns have a long history in Pathfinder games, but so far, there are no rules for firearms in PF2e.  That means we get a chance to create them. Since we are looking for modern weapons, there are a few additional things we need to consider.

Realism vs Fun

First off, I want to address a concern that will invariably come up.  These rules are meant to fit in with the balance of the system and make it so firearms can be used alongside traditional fantasy weapons.  I recognize that modern guns, depending on caliber, are much more deadly than a dagger or a longbow.  But realism should never get in the way of fun.  In a modern game, guns will likely be the most abundant weapon, therefore, they can’t be too overpowered or the whole balance of the game will change. 

Besides, it’s still urban fantasy. Who doesn’t want to be the ninja taking out enemies with a well-placed silent arrow, despite their superior technology, or the crazed barbarian wading into a sea of bullets, armed with only his flaming battle axe?  It’s fun to have medieval weapons, especially magic ones, alongside more modern technology. 

As I’ve said before my core design philosophy is as follows:

Everything in this system will be focused on allowing the rules to be used directly with the more traditional fantasy rules of PF2.  This is for ease of incorporating them, and because the fun of urban fantasy is in mixing magic and modern.  In order for them to coexist in the game, they must be balanced with each other.  At the same time, there needs to be a clear difference between low technology and modern technology.

Guns, like everything else, will follow this core idea.

With that in mind, guns should definitely be deadlier than any non-magical traditional weapon.  They should work in a realistic manner as much as possible, meaning more shots before reload and generally faster reload times. But there need to be some drawbacks in order to balance them with swords and bows.

A small caveat I must add because of timing. These rules were written before the new Guns & Gears playtest began. My rules for guns managed to line up fairly well with Paizo&#;s, with exceptions for modern firearms. Even still, that may change in the future as a final product is released. If so, I will update these rules also.

So here it is, the good stuff

Rules for Modern Firearms in Dusk Veil

First off, we have several new traits:

Bolt Action: 

A rifle with this trait requires a manipulate action before it can fire again, to chamber a new round.


Burst:

Some firearms allow you to fire rapidly, beyond what is normally possible.  A firearm with this trait allows access to the following action:

Burst


[Two-Actions]
[Attack]

Fire three shots for two actions with normal Multiple Attack Penalty applied to each shot.  Doing so causes increases your Clumsy condition by 1 (giving you Clumsy 1 if you didn&#;t already have the condition)


Capacity:

This is how many shots can be fired before a firearm must be reloaded.  This trait will always contain a value.


Superior Range:

Ranged Weapons with this property have their maximum number of range increments increased by the amount shown.    The -2 penalty for each multiple of the range increment still accrues.  For instance, a rifle with Superior Range 2 can fire up to 8 times it’s listed range with a penalty of instead of 6 times with a penalty of



NameGroupCostReloadRangeDamageCapacityBulkHandsTraits
Light PistolSimple,
Firearms,
Pistols
1gp130ft1d68L1Deadly d8
Medium PistolMartial,
Firearms,
Pistols
5gp130ft1d86L1Deadly d10
Heavy PistolMartial,
Firearms,
Pistols
10gp130ft1d106L1Fatal d12,
Medium
Rifle
Simple,
Firearms,
Rifles
10gp160ft1d10412Fatal d12,

Volley 30ft
Heavy
Rifle
Martial,
Firearms,
Rifles
20gp180ft1d12522Bolt Action,
Deadly d12,
Superior Range 2,
Volley 30ft
Medium
Combat
Rifle
Martial,
Firearms,
Rifles
25gp160ft1d101012Fatal d12,
Heavy
Combat
Rifle
Martial,
Firearms,
Rifles
30gp180ft1d121022Deadly d12,
Superior Range 2,
Volley 30ft
Machine PistolMartial,
Firearms,
Pistols
30gp150ft1d820L1+Deadly d10,
Burst,
Clumsy 1(if 1 handed)
Sub Machine Gun
(SMG)
Martial,
Firearms,
Rifles
35gp150ft1d101512Burst,
Fatal d12,
Machine GunMartial,
Firearms,
Rifles
50gp270ft1d123022Burst,
Deadly d12,

Volley 30 ft
Double Barreled
Shotgun
Simple,
Firearms,
Shotguns
20gp120ft
(special;
see text)
1d10212Fatal d12,
Pump Action
Shotgun
Martial,
Firearms,
Shotguns
20gp220ft
(special;
see text)
1d10612Fatal d12,

AmmunitionCost per 10 rounds
Light Ammo (Light pistols, Machine Pistols)5cp
Medium Ammo (Medium, Pistol, Medium Rifle, SMG)1sp
Heavy Ammo (Heavy Pistol, Heavy Rifle, Machine Gun)2sp
Shotgun, Pellet (Shotguns)1sp
Shotgun, Slug (Shotguns)5cp

Light Pistol:  Examples: , Deringer
Medium Pistol Examples: Glock 22, Colt , 9mm, ACP, ACP
Heavy Pistol Examples: Desert Eagle, S&W Magnum, Magnum, Magnum
Medium Rifle Examples:Remington Varmint, ,
Heavy Rifle Examples: M Springfield, Winchester 70, ,
Medium Combat Rifle: Examples: AR, Ak, ,
Heavy Combat Rifle Examples:M, AR, FN-Scar 17, NATO,
Machine Pistol:  This weapon can be used one handed but is designed to be used with two hands.  If you are using it 1-handed you gain Clumsy 1 until the end of your turn.
Examples: CZ Skorpion, FMK-3 Submachine gun, Tec-9,  9X19mm, 
SMG Examples: M49, Colt Model ,AK
Machine Gun Examples: Bren, M SAW,
Double Barreled Shotgun:  This weapon can be fired either normally using slug ammunition, or fired in a 15ft cone using pellet ammunition.  Switching ammunition is 1 action which includes the manipulate trait. Otherwise roll one attack roll against all targets.  When firing in a cone change Fatal d12 to Deadly d  

This weapon can also fire both barrels simultaneously. Make two attacks as one action against the same target. Apply your multiple attack penalty to each Attack normally.

Examples: Side by Side, Over Under
 Pump Action Shotgun: This weapon can be fired either normally using slug ammunition, or fired in a 15ft cone using pellet ammunition.  Switching ammunition is 1 action which includes the manipulate trait.  Otherwise roll one attack roll against all targets.  When firing in a cone change Fatal d12 to Deadly d10 Examples: Mossberg , Remington

Tune in soon, when we will go over ways to upgrade firearms both magic and mundane, new property runes for firearms, and even unique magical guns.

As always, I welcome all feedback on any of these rules.

Brite Cheney

I have 20+ years of experience running and playing various Tabletop RPG&#;s. With a degree in Creative Writing, I have always dreamed of using my wordsmith skills to make my own game.
Besides TTRPGs, I love cosplay, Nerf Wars, comic books, all things post-apocalyptic, and am an avid DIYer (including making my own tabletop terrain and props)

Sours: https://duskveil.com/modern-firearms/

Weapons pathfinder modern

Handguns

NameDamageCriticalDamage TypeRange IncrementRate of FireMagazineSizeWeightPurchase DCRestriction
Beretta 92F (9mm autoloader) 2d6 20 Ballistic 40 ft. S 15 box Small 3 lb. 16 Lic (+1)
Beretta 93R (9mm machine pistol) 2d6 20 Ballistic 30 ft. S,A 20 box Med 3 lb. 18 Res (+2)
Colt Double Eagle (10mm autoloader) 2d6 20 Ballistic 30 ft. S 9 box Small 3 lb. 16 Lic (+1)
Colt M ( autoloader) 2d6 20 Ballistic 30 ft. S 7 box Small 3 lb. 15 Lic (+1)
Colt Python1 ( revolver) 2d6 20 Ballistic 40 ft. S 6 cyl. Med 3 lb. 5 Lic (+1)
Derringer () 2d6 20 Ballistic 10 ft. Single 2 int. Tiny 1 lb. 14 Lic (+1)
Desert Eagle (AE autoloader) 2d8 20 Ballistic 40 ft. S 8 box Med 4 lb. 18 Lic (+1)
Glock 171 (9mm autoloader) 2d6 20 Ballistic 30 ft. S 17 box Small 2 lb. 18 Lic (+1)
Glock 201 (10mm autoloader) 2d6 20 Ballistic 40 ft. S 15 box Small 3 lb. 18 Lic (+1)
MAC Ingram M10 ( machine pistol) 2d6 20 Ballistic 40 ft. S, A 30 box Med 6 lb. 15 Res (+2)
Pathfinder ( revolver) 2d4 20 Ballistic 20 ft. S 6 cyl. Tiny 1 lb. 14 Lic (+1)
Ruger Service-Six (S revolver) 2d6 20 Ballistic 30 ft. S 6 cyl. Small 2 lb. 14 Lic (+1)
S&W M29 ( magnum revolver) 2d8 20 Ballistic 30 ft. S 6 cyl. Med 3 lb. 15 Lic (+1)
SITES M9 (9mm autoloader) 2d6 20 Ballistic 30 ft. S 8 box Tiny 2 lb. 15 Lic (+1)
Skorpion ( machine pistol) 2d4 20 Ballistic 40 ft. S, A 20 box Med 4 lb. 17 Res (+2)
TEC-9 (9mm machine pistol) 2d6 20 Ballistic 40 ft. S or A 32 box Med 4 lb. 14 Res (+2)
Walther PPK ( autoloader) 2d4 20 Ballistic 30 ft. S 7 box Small 1 lb. 15 Lic (+1)
1 This mastercraft weapon grants a +1 bonus on attack rolls.
2 This weapon does special damage. See the weapon description.
3 See the description of this weapon for special rules.

A handgun is a personal firearm that can be used one-handed without penalty. This includes all pistols and some submachine guns and shotguns. All handguns require the Personal Firearms Proficiency feat. Using a handgun without this feat imposes a –4 penalty on attack rolls.

Handguns can be broken down into three smaller groups: autoloaders, revolvers, and machine pistols.

Autoloaders (sometimes called “automatics”) feature removable box magazines, and some models hold quite a lot of ammunition. They work by using the energy of a shot fired to throw back a slide, eject the shot’s shell casing, and scoop the next round into the chamber. They are more complex than revolvers, but nevertheless have become increasingly popular in the modern age.

Revolvers are relatively simple firearms that store several rounds (usually six) in a revolving cylinder. As the trigger is pulled, the cylinder revolves to bring the next bullet in line with the barrel.

Machine pistols are automatic weapons small enough to be fired with one hand. Some are autoloader pistols modified to fire a burst of bullets in a single pull of the trigger, while others are modified submachine guns, cut down in size and weight to allow one-handed use.

Ranged weapons that use box magazines come with one full magazine.

Beretta 92F

The standard service pistol of the United States military and many American law enforcement agencies.

Beretta 93R

This close relative of the Beretta 92F looks like a large autoloader but can fire on automatic. It sports a fold-down grip in front of the trigger guard, an extendable steel shoulder stock that is attached to the butt of the pistol, and an extended magazine.

This weapon features a three-round burst setting. When used with the Burst Fire feat, it fires only three bullets instead of five and can be used with only three bullets in the weapon. This setting does not grant the ability to make burst fire attacks without the Burst Fire feat; if a character uses the setting without the feat, he or she makes a normal attack, and the extra two bullets are wasted.

Colt Double Eagle

Based on the M mechanism, this pistol is an updated civilian version that fires a 10mm round.

Colt M

This semiautomatic pistol was used by the United States military for decades until it was recently replaced by the Beretta 92F. Manufactured at three locations in the United States alone, the M can be found all over the world, and is still in use in several other military forces.

Colt Python

The Python has a well-deserved reputation for accuracy. Due to its high quality of manufacture, the Colt Python is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls.

Derringer

This pistol breaks open at the breech like a double-barreled shotgun. The two-shot weapon has one barrel atop the other and is barely 5 inches long, making it easy to conceal.

Desert Eagle

Manufactured by Israeli Military Industries, the Desert Eagle is the king of large-frame, heavy-caliber autoloaders. The version on Table: Ranged Weapons fires the massive Action Express round. The Desert Eagle also comes in Magnum and Magnum models.

Glock 17

The Glock is typical of 9mm self-loading pistols carried by many police officers and military personnel.

Due to its high quality of manufacture, the Glock 17 is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls.

Glock 20

This slightly larger version of the Glock 17 is chambered for the slightly more powerful 10mm round.

Due to its high quality of manufacture, the Glock 20 is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls.

MAC Ingram M10

No longer in production, about 10, of these small submachine guns were made and supplied to United States police forces, the U.S. Army, Cuba, and Peru. Light pressure on the trigger produces single shots, while increased pressure brings automatic fire.

The M10 accepts a suppressor without modification.

Pathfinder

The Pathfinder is a high-quality weapon used as a concealed backup weapon by police officers or for personal defense. The Pathfinder is typical of a number of short-barreled (3 inches) small-caliber revolvers.

Ruger Service-Six

This revolver, designed specifically for police use, fires the Special round. It was very popular with United States police forces prior to the increasing use of autoloaders in recent decades, and is still in service with many police forces today.

S&W M29

The Smith & Wesson Model 29 Magnum revolver fires one of the most powerful pistol cartridges in the world. The M29 is known for its deafening sound, bright muzzle flash, and powerful recoil.

SITES M9 Resolver

The compact SITES weapon is very narrow, making it easy to conceal.

Skorpion

The CZ61 Skorpion is a Czech machine pistol seen increasingly in the West since the collapse of the Soviet Union. Originally intended for military vehicle crews who don’t have space for an unwieldy longarm, it was widely distributed to Communist countries and in central Africa, and can now be found anywhere in the world.

TEC-9

The Intratec TEC-9 is an inexpensive machine pistol popular with criminals because it can be modified (Repaircheck DC 15) to fire on automatic. The pistol only works on semiautomatic fire or, if modified, only on automatic. Once modified to fire on automatic, the TEC-9 cannot be changed back to semiautomatic.

Walther PPK

The PPK is a small, simple, and reliable autoloader with a design that dates back to the s. It remains in widespread service among European police, military, and government agencies.

Sours: http://www.d20resources.com/modern.dsrd/equipment/weapons.handguns.php
Top 30 Future Weapons and Modern Fighting Vehicles Already Being Used

5e Modern Weapons

Martial Ranged Weapons Rarity Damage Weight Properties Casull Rare 3d6 piercing 13 lb. Ammunition (range 50/), reload (6 shots), armor piercing (-3), heavy 25mm 'Joshua' Hand Cannon Legendary 8d10 piercing 35 lb. Ammunition (range 80/), reload (3 shots), armor piercing (-5), heavy, stabilizing2mm Kolibri Pistol Common 1 piercing &#; lb. Ammunition (range 20/60), hidden, light, reload (5 shots), special, undersizedAnti-Materiel Rifle Very Rare 8d6 Piercing 30 lb. Ammunition (range /), armor piercing (-3), heavy, reload (10 shots), special, two-handed, scope (range ), stabilizingArm Gyrojet Uncommon 2d4 bludgeoning 1 lb. Ammunition (range 60/), glove, hidden, Light, short burst (2), reload (6 shots) Arm Shotgun Rare 2d6 piercing 4 lb Ammunition (range 30/90), burst fire, glove, reload (12 shots) Assault Rifle Rare 3d8 piercing 10 lb. Ammunition (range /), burst fire, reload (30 shots), short burst (2), two-handed Battle Rifle Rare 2d10 piercing 11 lb. Ammunition (range 80/), reload (20 shots), short burst (2), two-handed Bazooka Legendary 6d8 bludgeoning + 6d8 fire 16 lb. Ammunition (range 60/), armor piercing (-5), heavy, loading, special, two-handed Bolt Action Pistol Uncommon 2d12 piercing 4 lb. Ammunition (range 80/), loading Browning Hi-Power Common 2d6 piercing 2 lbs. Ammunition (range 50/), reload (13 shots) Combat Pistol 'Jackal' Very Rare 4d8 piercing 35 lb. Ammunition (range 60/), reload (6 shots), armor piercing (-3), heavy Combat Shotgun Uncommon 2d8 piercing 9 lb. Heavy,two-handed,Range self(20ft cone), Ammunition, reload (6 shots) Compound Bow Uncommon 1d10 piercing 3 lb. Ammunition (range /), two-handed Derringer Common 1d4 piercing 3 lb. Ammunition (range 10/30), covert, light, reload (2 shots), special Flamethrower Very Rare 2d8 fire 50 lb. Ammunition (range 75/), heavy, reload (10 shots), two-handed, special Fragrance Gauntlets Rare Special 8 lb. Ammunition (range 15ft cone), Finesse, Light, loading, Special, Glove, Reload (5 shot) Grenade Grenade Launcher, Multiple Rare Special 12 lb. Two-Handed. Ammunition (Range / ft.), Reload (6 shot), Special Grenade Launcher, Variant Uncommon Special 7 lb. Two-Handed. Ammunition (Range / ft.), Reload (1 shot), Special Grenade, Beehive Uncommon Special 1/2 lb. Thrown (60 ft.), Special Grenade, Concussion Common Special 1/2 lb. Thrown (60 ft.), Special Grenade, Flare Common Special 1/2 lb. Thrown (60 ft.), Special Grenade, Fragmentation Grenade, Incendiary Common Special 1/2 lb. Thrown (60 ft.), Special Grenade, Launcher Grenade, Nerve Gas Rare Special 1/2 lb. Thrown (60 ft.), Special Grenade, Smoke Grenade, Stun Common Special 1/2 lb. Thrown (60 ft.), Special Grenade, Tear Gas Uncommon Special 1/2 lb. Thrown (60 ft.), Special Gunshield Very Rare 2d6 piercing 11 lb. Ammunition (range 30/90), burst fire, reload (30 shots), short burst (2), special, two-handed Harkonnen Very Rare 10d8 piercing lb. Ammunition (range /), armor piercing (-4), heavy, reload (5 shots), special, two-handed, scope (range ), stabilizingHarkonnen II Very Rare 10d8 piercing lb. Ammunition (range 40/), armor piercing (-4), heavy, burst fire, reload (70 shots), special, two-handed, short burst (3), stabilizingHeavy Machine Gun Rare 4d6 piercing 80 lb. Ammunition (range 80/), burst fire, reload ( shots), two-handed, heavy, stabilizingHeavy Shotgun Uncommon 2d6 Piercing lb. Heavy, two-handed, reload (6 shots), Scatter (1d6 Piercing, 15ft cone) Knocking Gun Uncommon 1d4 Piercing 1 lb. Ammunition, Range (40/), Light, loading, Special Lever Action Rifle Uncommon 2d6 Piercing 10 lb. Ammunition (range 80/), reload (25 shots), misfire (1), two-handed Light Anti-Tank Weapon Legendary 10d10 bludgeoning + 10d10 fire 15 lb. armor piercing (-5), heavy, loading, special (range 60/), two-handed Light Machine Gun Rare 3d6 piercing 30 lb. Ammunition (range 80/), burst fire, heavy, reload ( shots), two-handed, short burst (2)Machine Pistol Common 2d6 piercing 2 lb. Ammunition (range 50/), burst fire, reload (30 shots), short burst (2 shots)Magnum Revolver Uncommon 2d10 piercing 3 lb. Reload (6 Rounds), Range (60/), Heavy Minigun Rare 4d10 piercing 65 lb. Ammunition (range 40/), burst fire, heavy, reload (45 shots), two-handed, short burst (3), StabilizingPanzerknacke Legendary 5d6 bludgeoning + 5d6 fire 5 lb. Ammunition (range /), armor piercing (-3), glove, hidden, loading Pistol, Automatic Pistol, Heavy Automatic Uncommon 2d8 piercing 4 lb. Ammunition (range 60/), reload (9 shots) Pistol, Light Automatic Common 2d4 piercing 1 lb. Ammunition (range 40/), hidden, light, reload (6 shots) Revolver Revolving Rifle Uncommon 2d8 piercing 4 lb. Ammunition (range 70/), reload (6 shots), two-handed Rifle, Automatic Rifle, Hunting RPG Legendary 6d10 bludgeoning + 6d10 fire 18 lb. Ammunition (range 60/), armor piercing (-5), heavy, loading, special, two-handed S&W Rare 3d8 piercing 5 lb. Reload (5 Rounds), Range (60/), Heavy Scrap Gun Rare 1d10 piercing 80 lb. Ammunition (range 80/), heavy, loading, special Shotgun Silenced Pistol Common 2d4 piercing 2 lb Ammunition (range 30/90), hidden, reload (16), silencedSniper Rifle, Variant Rare 2d10 piercing 17 lb. Ammunition (range /), reload (5 shots), scope (range ), two-handed Submachine Gun Uncommon 2d6 piercing 5 lb. Ammunition (range 65/), burst fire, reload (50 shots), short burst (2 shots), two-handed Trench Gun Uncommon 2d8 piercing 9 lb. Ammunition (range 20/40), reload (6 shots), two-handed, special Uzi Uncommon 2d4 piercing 5 lb. Ammunition (range 50/), burst fire, reload (10 shots), short burst (2 shots)Volcanic Pistol Uncommon 2d8 piercing 2 lb Ammunition (range 40/), loading Winchester Model Rare 2d8 piercing &#; lb. Ammunition (range 80/), reload (8 shots), two-handed, burst fire (2)Wrist Gun Uncommon 2d6 Piercing 3 lb. Ammunition (range 30/90), light, Reload (6), Short Burst (2), Glove, Special Zip Common 2d4 piercing 1 lb. Ammunition (range 40/), hidden, light, reload (10 shots), misfire (6)
Sours: https://www.dandwiki.com/wiki/5e_Modern_Weapons

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EQUIPMENT (WEAPONS AND ARMOR)

Weapons

The weapons covered here are grouped into three categories based on their general utility: ranged weapons, explosives and splash weapons, and melee weapons.

Ranged Weapons

Ranged weapons fall into three general groups: handguns, longarms, and other ranged weapons such as crossbows.

When using a ranged weapon, the wielder applies his or her Dexterity modifier to the attack roll.

Handguns and longarms are personal firearms. A personal firearm is any firearm designed to be carried and used by a single person.

Ranged Weapons Table

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. If the threat is confirmed, a weapon deals double damage on a critical hit (roll damage twice, as if hitting the target two times).

Damage Type: Ranged weapon damage is classified according to type: ballistic (all firearms), energy (of a specific type), piercing (some simple ranged weapons), or slashing (a whip). Some creatures or characters may be resistant or immune to some forms of damage.

Range Increment: Any attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative -2 penalty on the attack roll. Ranged weapons have a maximum range of ten range increments, except for thrown weapons, which have a maximum range of five range increments.

Rate of Fire: Some ranged weapons have a rate of fire of 1, which simply means they can be employed once per round and then must be reloaded or replaced. Firearms, which operate through many different forms of internal mechanisms, have varying rates of fire. The three possible rates of fire for handguns, longarms, and heavy weapons are single shot, semiautomatic, and automatic.

  • Single Shot: A weapon with the single shot rate of fire requires the user to manually operate the action (the mechanism that feeds and cocks the weapons) between each shot. Pump shotguns and bolt-action rifles are examples of firearms with single shot rates of fire. A weapon with the single shot rate of fire can fire only one shot per attack, even if the user has a feat or other abilities that normally allow more than one shot per attack.
  • Semiautomatic (S): Most firearms have the semiautomatic rate of fire. These firearms feed and cock themselves with each shot. A semiautomatic weapon fires one shot per attack (effectively acting as a single shot weapon), but some feats allow characters armed with semiautomatic weapons to fire shots in rapid successions, getting in more than one shot per attack.
  • Automatic (A): Automatic weapons fire a burst or stream of shots with a single squeeze of the trigger. Only weapons with the automatic rate of fire can be set on autofire or be used with feats that take advantage of automatic fire.

Magazine: The weapon's magazine capacity and type are given in this column. The amount of ammunition a weapon carries, and hence how many shots it can fire before needing to be reloaded, is determined by its magazine capacity. How the firearm is reloaded depends upon its magazine type. The number in this entry is the magazine's capacity in shots; the word that follows the number indicates the magazine type: box, cylinder, or internal. A fourth type, linked, has an unlimited capacity; for this reason the entry does not also have a number. Weapons with a dash in this column have no magazines; they are generally thrown weapons, or weapons (such as bows) that are loaded as part of the firing process.

  • Box: A box magazine is any type of magazine that can be removed and reloaded separately from the weapon.
  • Cylinder: A revolver keeps its ammunition in a cylinder, which is part of the weapon and serves as the firing chamber for each round as well. Unlike box magazines, cylinders can't be removed, and they must be reloaded by hand. However, most revolvers can be used with a speed loader. Using a speed loader is much like inserting a box magazine into a weapon. Without a speed loader, a firearm with a cylinder magazine must be loaded by hand.
  • Internal: Some weapons keep their ammunition in an internal space, which must be loaded by hand. This is the case with most shotguns, as well as some rifles.
  • Linked: Some machine guns use linked ammunition. The bullets are chained together with small metal clips, forming a belt. Typically, a belt holds 50 bullets; any number of belts can be clipped together. In military units, as the gunner fires, an assistant clips new ammunition belts together, keeping the weapon fed.

Size: Size categories for weapons and other objects are defined differently from the size categories for creatures. The relationship between a weapon's size and that of its wielder defines whether it can be used one-handed, if it requires two hands, and if it's 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.

A Small or smaller weapon is considered a light weapon. It can be used one-handed and, as a light weapon, is easier to use in your off hand.

Weight: This column gives the weapon's weight when fully loaded.

Purchase DC: This is the purchase DC for a Wealth check to acquire the weapon. This number reflects the base price and doesn't include any modifier for purchasing the weapon on the black market.

Restriction: The restriction rating for the weapon, if any, and the appropriate black market purchase DC modifier. Remember to apply this modifier to the purchase DC when making a Wealth check to acquire the weapon on the black market.

Reloading Firearms

Reloading a firearm with an already filled box magazine or speed loader is a move action. Refilling a box magazine or a speed loader, or reloading a revolver without a speed loader or any weapon with an internal magazine, is a full-round action.

Loading a belt of linked ammunition is a full-round action. Linking two belts together is a move action.

Table: Ranged Weapons
WeaponDMGCriticalTypeRange IncrementRate of FireMagazineSizeWeightPurchase DCRestriction
Handguns (require the Personal Firearms Proficiency feat)
Beretta 92F2d620Ballistic40 ft.S15 boxSmall3 lb.16Lic (+1)
(9mm autoloader)
Beretta 93R2d620Ballistic30 ft.S,A20 boxMed3 lb.18 Res (+2)
(9mm machine pistol)
Colt Double Eagle2d6 20Ballistic30 ft.S9 boxSmall3 lb.16 Lic (+1)
(10mm autoloader)
Colt M2d620Ballistic30 ft.S7 boxSmall3 lb.15 Lic (+1)
( autoloader)
Colt Python1 2d620Ballistic40 ft.S6 cyl.Med3 lb.5 Lic (+1)
( revolver)
Derringer2d620Ballistic10 ft.Single 2 int.Tiny1 lb.14 Lic (+1)
()
Desert Eagle 2d820Ballistic40 ft.S9 boxMed4 lb.18 Lic (+1)
(AE autoloader)
Glock 1712d620Ballistic30 ft.S17 boxSmall2 lb.18 Lic (+1)
(9mm autoloader)
Glock 2012d620Ballistic40 ft.S15 boxSmall3 lb.18 Lic (+1)
(10mm autoloader)
MAC Ingram M10 2d6 20Ballistic40 ft.S, A30 boxMed6 lb.15 Res (+2)
( machine pistol)
Pathfinder2d420Ballistic20 ft.S6 cyl.Tiny1 lb.14 Lic (+1)
( revolver)
Ruger Service-Six 2d620Ballistic30 ft.S6 cyl.Small2 lb.14 Lic (+1)
(S revolver)
S&W M292d820Ballistic30 ft.S6 cyl.Med3 lb.15 Lic (+1)
( magnum revolver)
SITES M92d620Ballistic30 ft.S8 boxTiny2 lb.15 Lic (+1)
(9mm autoloader)
Skorpion2d420Ballistic40 ft.S, A20 boxMed4 lb.17 Res (+2)
( machine pistol)
TEC-92d620Ballistic40 ft.S or A 32 boxMed4 lb.14 Res (+2)
(9mm machine pistol)
Walther PPK2d420Ballistic30 ft.S7 boxSmall1 lb.15 Lic (+1)
( autoloader)
Longarms (require the Personal Firearms Proficiency feat)
AKM/AK2d820Ballistic70 ft.S, A30 boxLarge10 lb. 15 Res (+2)
(mmR assault rifle)
Barrett Light Fifty 2d12 20Ballistic ft.S11 boxHuge35 lb. 22 Lic (+1)
( sniper rifle)
Benelli M12d820Ballistic40 ft.S7 intLarge8 lb. 17 Lic (+1)
(gauge shotgun)
Beretta M3P2d820Ballistic30 ft.S5 boxLarge9 lb. 16 Lic (+1)
(gauge shotgun)
Browning BPS 2d1020Ballistic30 ft.Single5 int.Large11 lb. 16 Lic (+1)
(gauge shotgun)
HK G32d1020Ballistic90 ft.S, A20 boxLarge11 lb. 19 Res (+2)
(mm assault rifle)
HK MP512d620Ballistic50 ft.S, A30 boxLarge7 lb. 20 Res (+2)
(9mm submachine gun)
HK MP5K2d620Ballistic40 ft.S, A15 boxMed5 lb. 19 Res (+2)
(9mm submachine gun)
HK PSG112d1020Ballistic90 ft.S5 boxLarge16 lb.22 Lic (+1)
(mm sniper rifle)
M16A22d820Ballistic80 ft.S, A30 boxLarge8 lb. 16 Res (+2)
(mm assault rifle)
M4 Carbine2d820Ballistic60 ft.S, A30 boxLarge7 lb. 16 Res (+2)
(mm assault rifle)
M2d820Ballistic ft.ALinkedHuge22 lb.21Mil (+3)
(medium machine gun)
Mossberg2d820Ballistic30 ft.Single6 int.Large7 lb. 15 Lic (+1)
(gauge shotgun)
Remington 2d1020Ballistic80 ft.Single5 int.Large8 lb. 17 Lic (+1)
(mm hunting rifle)
Sawed-off shotgun2d820Ballistic10 ft.S2 int.Med4 lb. 15 Illegal (+4)
(ga shotgun)
Steyr AUG2d820Ballistic80 ft.S, A30 boxLarge9 lb. 19 Res (+2)
(mm assault rifle)
Uzi2d620Ballistic40 ft.S, A20 boxLarge8 lb. 18 Res (+2)
(9mm submachine gun)
Winchester 942d1020Ballistic90 ft.S6 int.Large7 lb. 15 Lic (+1)
( hunting rifle)
Heavy Weapons (each requires a specific Exotic Firearms Proficiency feat)
M2HB2d1220Ballistic ft.ALinkedHuge75 lb.22Mil (+3)
(heavy machine gun)
M72A3 LAW10d62-- ft.11 int.Large5 lb.15Mil (+3)
(rocket launcher)
M79Varies2--70 ft.11 int.Large7 lb.14Mil (+3)
(grenade launcher)
Other Ranged Weapons (Weapons Proficiency feat needed given in parentheses)
Compound bow 1d820Piercing40 ft.1-Large3 lb.10-
(Archaic)2
Crossbow (Simple)1d10Piercing40 ft.11 int.Med7 lb.9-
Flamethrower3d6-Fire-110 int.Large50 lb.17Mil (+3)
(no feat needed)3
Javelin (Simple)1d620Piercing30 ft.1-Med2 lb.4-
Pepper spray (Simple)Special2-Special25 ft.11 int.Tiny lb.5-
Shuriken (Archaic)120Piercing10 ft.1-Tiny lb.3-
Taser (Simple)1d42-Electricity5 ft.11 int.Small2 lb.7-
Whip (Simple)1d220Slashing15 ft.31-Small2 lb.4-

1 This mastercraft weapon grants a +1 bonus on attack rolls.

2 This weapon does special damage. See the weapon description.

3 See the description of this weapon for special rules.

Handguns

A handgun is a personal firearm that can be used one-handed without penalty. This includes all pistols and some submachine guns and shotguns. All handguns require the Personal Firearms Proficiency feat. Using a handgun without this feat imposes a -4 penalty on attack rolls.

Handguns can be broken down into three smaller groups: autoloaders, revolvers, and machine pistols.

Autoloaders (sometimes called "automatics") feature removable box magazines, and some models hold quite a lot of ammunition. They work by using the energy of a shot fired to throw back a slide, eject the shot's shell casing, and scoop the next round into the chamber. They are more complex than revolvers, but nevertheless have become increasingly popular in the modern age.

Revolvers are relatively simple firearms that store several rounds (usually six) in a revolving cylinder. As the trigger is pulled, the cylinder revolves to bring the next bullet in line with the barrel.

Machine pistols are automatic weapons small enough to be fired with one hand. Some are autoloader pistols modified to fire a burst of bullets in a single pull of the trigger, while others are modified submachine guns, cut down in size and weight to allow one-handed use.

Ranged weapons that use box magazines come with one full magazine.

Beretta 92F

The standard service pistol of the United States military and many American law enforcement agencies.

Beretta 93R

This close relative of the Beretta 92F looks like a large autoloader but can fire on automatic. It sports a fold-down grip in front of the trigger guard, an extendable steel shoulder stock that is attached to the butt of the pistol, and an extended magazine.

This weapon features a three-round burst setting. When used with the Burst Fire feat, it fires only three bullets instead of five and can be used with only three bullets in the weapon. This setting does not grant the ability to make Burst Fire attacks without the Burst Fire feat; if a character uses the setting without the feat, he or she makes a normal attack, and the extra two bullets are wasted.

Colt Double Eagle

Based on the M mechanism, this pistol is an updated civilian version that fires a 10mm round.

Colt M

This semiautomatic pistol was used by the United States military for decades until it was recently replaced by the Beretta 92F. Manufactured at three locations in the United States alone, the M can be found all over the world, and is still in use in several other military forces.

Colt Python

The Python has a well-deserved reputation for accuracy. Due to its high quality of manufacture, the Colt Python is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls.

Derringer

This pistol breaks open at the breech like a double-barreled shotgun. The two-shot weapon has one barrel atop the other and is barely 5 inches long, making it easy to conceal.

Desert Eagle

Manufactured by Israeli Military Industries, the Desert Eagle is the king of large-frame, heavy-caliber autoloaders. The version on Table: Ranged Weapons fires the massive Action Express round. The Desert Eagle also comes in Magnum and Magnum models.

Glock 17

The Glock is typical of 9mm self-loading pistols carried by many police officers and military personnel.

Due to its high quality of manufacture, the Glock 17 is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls.

Glock 20

This slightly larger version of the Glock 17 is chambered for the slightly more powerful 10mm round.

Due to its high quality of manufacture, the Glock 20 is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls.

MAC Ingram M10

No longer in production, about 10, of these small submachine guns were made and supplied to United States police forces, the U.S. Army, Cuba, and Peru. Light pressure on the trigger produces single shots, while increased pressure brings automatic fire.

The M10 accepts a suppressor without modification.

Pathfinder

The Pathfinder is a high-quality weapon used as a concealed backup weapon by police officers or for personal defense. The Pathfinder is typical of a number of short-barreled (3 inches) small-caliber revolvers.

Ruger Service-Six

This revolver, designed specifically for police use, fires the Special round. It was very popular with United States police forces prior to the increasing use of autoloaders in recent decades, and is still in service with many police forces today.

S&W M29

The Smith & Wesson Model 29 Magnum revolver fires one of the most powerful pistol cartridges in the world. The M29 is known for its deafening sound, bright muzzle flash, and powerful recoil.

SITES M9 Resolver

The compact SITES weapon is very narrow, making it easy to conceal.

Skorpion

The CZ61 Skorpion is a Czech machine pistol seen increasingly in the West since the collapse of the Soviet Union. Originally intended for military vehicle crews who don't have space for an unwieldy longarm, it was widely distributed to Communist countries and in central Africa, and can now be found anywhere in the world.

TEC-9

The Intratec TEC-9 is an inexpensive machine pistol popular with criminals because it can be modified (Repair check DC 15) to fire on automatic. The pistol only works on semiautomatic fire or, if modified, only on automatic. Once modified to fire on automatic, the TEC-9 cannot be changed back to semiautomatic.

Walther PPK

The PPK is a small, simple, and reliable autoloader with a design that dates back to the s. It remains in widespread service among European police, military, and government agencies.

Longarms

Longarms are personal firearms that require two hands to be fired without penalty. This group includes hunting and sniping rifles, assault rifles, shotguns, and most submachine guns.

The basic longarm is the rifle, a group that includes both hunting rifles and sniper rifles. Most rifles are autoloaders, and they function internally in a manner very similar to autoloader pistols. Some models are operated manually, however, with the user having to work a bolt or lever between each shot. Assault rifles are rifles designed for military use and feature automatic as well as semiautomatic fire.

Shotguns are large-bore weapons that primarily fire shells full of small projectiles. They tend to be powerful, but only at short range. Reduce shotgun damage by 1 point for every range increment of the attack.

Submachine guns are relatively compact longarms that generally fire pistol ammunition. They can fire on automatic.

All longarms are covered by the Personal Firearms Proficiency feat.

Longarms are not well suited to close combat. A character takes a -4 penalty on the attack roll when firing at an adjacent target.

AKM/AK

This assault rifle of the old Soviet Union is one of the most popular firearms in the world, having found common use in scores of bush wars and insurrections-on all sides of such conflicts.

Barrett Light Fifty

The heavy but rugged Light Fifty is an incredibly powerful weapon for its size. Although it's a sniper rifle, it fires a caliber machine gun bullet, a round much more powerful than any other rifle ammunition.

Benelli M1

The Benelli M1 semiautomatic shotgun is reliable, simple, and sturdy, with one of the fastest shotgun actions in the world. Many military and law enforcement agencies use this or similar weapons.

Beretta M3P

Designed for police and security work, the M3P can fire either single shots or on semiautomatic. The M3P comes equipped with a tubular steel stock that folds over the top of the weapon to form a carrying handle, and its ammunition feeds from a box magazine-an uncommon feature in a shotgun.

Browning BPS

This heavy longarm fires the largest shotgun round available, the gauge shell.

HK G3

The G3 fires the powerful mm cartridge, a round used in many light machine guns but increasingly uncommon in assault rifles. At one time, over sixty of the world's armies used this rifle.

HK MP5

The Heckler & Koch MP5 family of weapons is among the most recognizable in the world. Many different designs exist; dexscribed here is the most basic model.

Due to its high quality of manufacture, the MP5 is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls.

This weapon features a three-round burst setting. When used with the Burst Fire feat, it fires only three bullets instead of five and can be used with only three bullets in the weapon. This setting does not grant the ability to make Burst Fire attacks without the Burst Fire feat; if a character uses the setting without the feat, he or she makes a normal attack, and the extra two bullets are wasted.

HK MP5K

A radically shortened version of the MP5, this weapon is optimized to be concealable. The steps taken to reduce the weapon's size and weight negate the benefits of the parent weapon's extraordinary quality, and as a result the MP5K is not a mastercraft weapon.

Although it comes with a round magazine, the MP5K can also accept the same round magazine as the MP5 (use of the larger magazine increases the weapon's size to Large, though).

This weapon features a three-round burst setting. When used with the Burst Fire feat, it fires only three bullets instead of five and can be used with only three bullets in the weapon. This setting does not grant the ability to make Burst Fire attacks without the Burst Fire feat; if a character uses the setting without the feat, he or she makes a normal attack, and the extra two bullets are wasted.

HK PSG1

This high-precision sniper rifle, based on the design of the HK G3, has a fully adjustable trigger and stock for individual users. The PSG1 comes with a standard scope.

Due to its high quality of manufacture, the PSG1 is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls.

M16A2

Typical of the assault rifles used by militaries around the world, the Colt M16A2 is the current service rifle of the United States military, and is common with other armies and in the civilian world.

This weapon features a three-round burst setting. When used with the Burst Fire feat, it fires only three bullets instead of five and can be used with only three bullets in the weapon. This setting does not grant the ability to make Burst Fire attacks without the Burst Fire feat; if a character uses the setting without the feat, he or she makes a normal attack, and the extra two bullets are wasted.

M4 Carbine

This is a cut-down version of the Colt M16A2, shortened by about a third by means of a telescoping stock and a shorter barrel.

M

Introduced in the Vietnam War era, this medium machine gun is still in widespread use with the U.S. military and that of several other armies.

Mossberg

The Mossberg Model ATP6C is a pump-action shotgun designed for military and police work.

Remington

A bolt-action rifle with a reputation for accuracy, the Remington has been popular with hunters and target shooters since its introduction in the s.

Sawed-Off Shotgun

This is a gauge, double-barreled shotgun with the stock and barrels sawed short. All that's left of the stock is a pistol grip, and the barrels are roughly 12 inches long. Sawed-off shotguns are generally illegal; most are homemade by cutting down a standard shotgun.

Steyr AUG

An unusual and exotic-looking weapon, the bullpup AUG is the standard rifle of the Austrian and Australian armies. Its completely ambidextrous components make it equally convenient for left- and right-handed users, and it features a built-in optical sight.

This weapon features a three-round burst setting. When used with the Burst Fire feat, it fires only three bullets instead of five and can be used with only three bullets in the weapon. This setting does not grant the ability to make Burst Fire attacks without the Burst Fire feat; if a character uses the setting without the feat, he or she makes a normal attack, and the extra two bullets are wasted.

Uzi

Designed in the s for the Israeli army, the Uzi has become the most popular submachine gun in the world. It features a collapsible stock, making it extremely compact.

Winchester 94

The Winchester Model 94 Big Bore is a lever-action rifle typical of big-bore hunting rifles found around the world.

Heavy Weapons

The weapons covered in this section fall under the Exotic Firearms Proficiency feat. Someone who wields a heavy weapon without the appropriate proficiency takes a -4 penalty on all attack rolls with the weapon.

vM2HB

This heavy-duty caliber machine gun has been in service since World War II, and remains a very common vehicle-mounted military weapon around the world. The Exotic Firearms Proficiency (heavy machine guns) feat applies to this weapon.

M72A3 LAW

The LAW (light antitank weapon) is a disposable, one-shot rocket launcher. It comes as a short, telescoped fiberglass and aluminum tube. Before using the weapon, the firer must first arm and extend the tube, which is a move action.

When the LAW hits its target, it explodes like a grenade or other explosive, dealing its 10d6 points of damage to all creatures within a foot radius (Reflex save DC 18 for half damage). Because its explosive features a shaped charge designed to penetrate the armor of military vehicles, the LAW 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 M72 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.

The Exotic Firearms Proficiency (rocket launchers) feat applies to this weapon.

M79

This simple weapon is a single-shot grenade launcher. It fires 40mm grenades (see under Grenades and Explosives, below). These grenades look like huge bullets an inch and a half across; they can't be used as hand grenades, and the M79 can't shoot hand grenades.

Attacking with an M79 is identical to throwing an explosive: you make a ranged attack against a specific 5-foot square (instead of targeting a person or creature). The differences between using the M79 and throwing an explosive lie in the range of the weapon (which far exceeds the distance a hand grenade can be thrown) and the fact that the M79 requires a weapon proficiency to operate without penalty.

The Exotic Firearms Proficiency (grenade launchers) feat applies to this weapon.

Other Ranged Weapons

Ranged weapons that are not firearms include such diverse objects as crossbows, tasers, and pepper spray. The feat that provides proficiency with these weapons varies from weapon to weapon, as indicated on Table: Ranged Weapons.

Compound Bow

Bow hunting remains a popular sport in North America. A character's Strength modifier applies to damage rolls made when using this weapon.

Crossbow

A crossbow requires two hands to use. Pulling a lever draws the bow. Loading a crossbow is a move action that provokes attacks of opportunity.

Flamethrower

A flamethrower consists of a pressurized backpack containing fuel, connected to a tube with a nozzle. It shoots a 5-foot-wide, foot-long line of flame that deals 3d6 points of fire damage to all creatures and objects in its path. No attack roll is necessary, and thus no feat is needed to operate the weapon effectively. Any creature caught in the line of flame can make a Reflex save (DC 15) to take half damage. Creatures with cover get a bonus on their Reflex save.

A flamethrower's backpack has hardness 5 and 5 hit points. When worn, the backpack has a Defense equal to 9 + the wearer's Dexterity modifier + the wearer's class bonus. 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 creatures and objects in adjacent 5-foot squares (Reflex save, DC 15, for half damage).

Any creature 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 creature 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 foot-byfoot area.

A flamethrower can shoot 10 times before the fuel supply is depleted. Refilling or replacing a fuel pack has a purchase DC of

Javelin

This light, flexible spear built for throwing can be used in melee, but since it's not designed for it, characters using it in this manner are always considered nonproficient and take a -4 penalty on their melee attack rolls.

Pepper Spray

A chemical irritant that can temporarily blind a target, pepper spray comes in a single-shot container. To use it, make a ranged touch attack against the target. The target must make a Fortitude saving throw (DC 15) or be blinded for 1d4 rounds.

Shuriken

A shuriken is a thrown, star-shaped projectile with four to eight razor-sharp points. A character may draw a shuriken as a free action.

Taser

A taser uses springs or compressed air to fire a pair of darts at a target. On impact, the darts release a powerful electrical current. On a successful hit, the darts deal 1d4 points of electricity damage and the target must make a Fortitude saving throw (DC 15) or be paralyzed for 1d6 rounds. Reloading a taser is a full-round action that provokes attacks of opportunity.

Whip

Whips deal a small amount of lethal damage. Although a character doesn't "fire" the weapon, treat a whip as a ranged weapon with a maximum range of 15 feet and no range penalties.

Because a whip can wrap around an enemy's leg or other limb, a character can make a trip attack with it by succeeding at a ranged touch attack. The character does not provoke an attack of opportunity when using a whip in this way. If the character is tripped during his or her own trip attempt, the character can drop the whip to avoid being tripped.

When using a whip, a character gets a +2 bonus on your opposed attack roll when attempting to disarm an opponent (including the roll to keep from being disarmed if the character fails to disarm the opponent).

Ammunition

Ammunition for firearms and other ranged weapons is covered on Table: Ammunition.

Table: Ammunition
Ammunition Type (Quantity)Purchase DC
mm (20)4
mm (20)4
mmR (20)4
caliber (20)6
caliber (20)6
9mm (50)5
10mm (50)5
caliber (50)4
caliber (50)5
special (50)5
caliber (50)5
caliber (50)5
caliber (50)5
AE caliber (50)6
gauge buckshot (10)5
gauge buckshot (10)4
Arrow (12)8
Crossbow bolt (12)7
mm, mm, mmR, ,

These calibers of ammunition are generally used in rifles, assault rifles, or machine guns, and are sold in boxes of 20 bullets each. The mmR is used in the AKM and other ex-Soviet weapon types, and is not compatible with the larger mm cartridge. The caliber is a huge cartridge generally fired from heavy machine guns, but also adapted to a few models of powerful sniper rifles.

9mm, 10mm, , , S, , , , AE

These calibers are generally used in pistols or submachine guns, and are sold in boxes of 50 bullets each. The AE pistol round is not compatible with the much larger rifle-caliber cartridge (see above).

gauge Buckshot, gauge Buckshot

Shotgun cartridges, also known as buckshot, are sold in boxes of ten.

Arrow

Arrows come in quivers of 12 and are used with the compound bow and other types of archery weapons. These missile weapons consist of a slender shaft and a pointed head.

Crossbow Bolt

A shaft or missile designed to be shot from a crossbow, bolts come in quivers of

Explosives and Splash Weapons

These weapons explode or burst, dealing damage to creatures 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.

A splash weapon is a projectile that bursts on impact, spewing its contents over an area and damaging any creature or object within that area. Generally, creatures directly hit by splash weapons take the most damage, while those nearby take less damage. Splash weapons usually must be thrown to have effect.

Explosives and splash weapons require no feat to use with proficiency unless they are fired or propelled from some sort of launcher or other device, in which case the appropriate Weapon Proficiency feat for the launcher is necessary to avoid the -4 nonproficient penalty.

Explosives and Splash Weapons Table

Explosives and splash weapons are described by a number of statistics, as shown on Table: Explosives and Splash Weapons.

Damage/Direct Hit Damage: The primary damage dealt by the weapon. For explosives, the Damage column shows the damage dealt to all creatures within the explosive's burst radius. For splash weapons, the Direct Hit Damage column is used for a target directly struck by the weapon.

Burst Radius/Splash Damage: For explosives, the burst radius is the area affected by the explosive. All creatures or objects within the burst radius take damage from the explosive.

For splash weapons, all creatures within 5 feet of the weapon's impact point take splash damage equal to the amount shown in this column.

Damage Type: Damage from explosives and splash weapons is classified according to type: energy (of a specific type) or slashing. Some creatures or characters may be resistant or immune to some forms of damage.

Critical: The threat range for a critical hit. If the threat is confirmed, a weapon deals double damage on a critical hit (roll damage twice, as if hitting the target two times).

Reflex DC: Any creature 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. (See the Demolitions skill)

Size: Size categories for weapons and other objects are defined differently from the size categories for creatures. The relationship between a weapon's size and that of its wielder defines whether it can be used one-handed, if it requires two hands, and if it's a light weapon.

A Medium-size or smaller weapon can be used one-handed or two-handed.

A Small or smaller weapon is considered a light weapon. It can be used one-handed and, as a light weapon, is easier to use in a character's off hand.

Weight: This column gives the weapon's weight.

Purchase DC: This is the purchase DC for a Wealth check to acquire the weapon. This number reflects the base price and doesn't include any modifier for purchasing the weapon on the black market.

Restriction: The restriction rating for the weapon, if any, and the appropriate black market purchase DC modifier. Remember to apply this modifier to the purchase DC when making a Wealth check to acquire the weapon on the black market.

Table: Explosives and Splash Weapons
WeaponDmgCriticalTypeRange IncrementReflex DCBurst RadiusSizeWeightPurchase DCRestriction
40mm fragmentation grenade3d6-Slashing10 ft.15-Tiny1 lb.16Mil (+3)
C4/Semtex4d6-Concussion10 ft.18-Small1 lb.12Mil (+3)
Det cord2d6-FireSee text12-Med2 lb.8Res (+2)
Dynamite2d6-Concussion5 ft.1510 ft.Tiny1 lb.12Lic (+1)
Fragmentation grenade4d6-Slashing20 ft.1510 ft.Tiny1 lb.15Mil (+3)
Smoke grenade---See text-10 ft.Small2 lb.10-
Tear gas grenadeSee text--See text-10 ft.Small2 lb.12Res (+2)
Thermite grenade6d6-Fire5 ft.1210 ft.Small2 lb.17Mil (+3)
White phosphorus grenade2d6-Fire20 ft.1210 ft.Small2 lb.15Mil (+3)
Splash Weapons
WeaponDirect Hit DamageSplash DamageCritical2TypeReflex DCRange IncrementSizeWeightPurchase DCRestriction
Acid, mild1d6120Acid-10 ft.Tiny1 lb.6-
Molotov cocktail11d6120Fire-10 ft.Small1 lb.3-

1 This weapon cannot be purchased as an item; the purchase DC given is for the weapon's components.

2 Threat range applies to direct hits only; splash damage does not threaten a critical hit.

Grenades and Explosives

Many explosives require detonators, which are described in Weapon Accessories.

40mm Fragmentation Grenade

This small explosive device must be fired from a 40mm grenade launcher, such as the M It sprays shrapnel in all directions when it explodes.

The 40mm fragmentation grenade has a minimum range of 40 feet. If fired against a target closer than 40 feet away, it does not arm and will not explode.

The purchase DC given is for a box of 6 grenades.

C4/Semtex

So-called "plastic" explosives resemble slabs of wax. Hard and translucent when cold, these explosives warm up when kneaded, and then can be coaxed to 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 Demolitions check (DC 15) to link them.

Although the damage statistics on the table represent a 1-pound block, C4 is sold in 4-block packages. The purchase DC given represents a package of 4 blocks.

C4/Semtex requires a detonator to set off. It is considered to be a moderate explosive for the purpose of using a Craft (chemical) check to manufacture it.

Det Cord

Det cord is an explosive in a ropelike form. Technically, det cord doesn't explode-but it burns so fast (4, 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 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 creatures 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 to a maximum increase of +4d6.

Det cord requires a detonator to set it off. It is considered to be a simple explosive for the purpose of using a Craft (chemical) check to manufacture it.

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 Demolitions check (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. It is considered to be a simple explosive for the purpose of using a Craft (chemical) check to manufacture it.

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 purchase DC given is for a box of 6 grenades.

Smoke Grenade

Military and police forces use these weapons to create temporary concealment. 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 creature within the area has total concealment (attacks suffer a 50% miss chance, and the attacker can't use sight to locate the target). 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 purchase DC given is for a box of 6 grenades.

Tear Gas Grenade

Military and police forces use these weapons to disperse crowds and smoke out hostage takers. 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 foot radius, and on the third round it fills a 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 for 1d6 rounds. Those who succeed at their saves but remain in the cloud must continue to save each round. 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 purchase DC 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 purchase DC 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 1d6 points of fire damage in the following round and risks catching on fire.

In addition, a WP grenade creates a cloud of smoke. Treat a white phosphorus grenade as a smoke grenade (see above), except that it only fills squares within 5 feet of the explosion point.

The purchase DC given is for a box of 6 grenades.

Splash Weapons

Many splash weapons, such as Molotov cocktails, are essentially homemade devices (improvised explosives). The purchase DC given in Table: Explosives and Splash Weapons reflects the typical cost of the necessary components. See the Craft (chemical) skill for details on making improvised explosives.

Acid, Mild

A character can throw a flask of acid as a grenadelike weapon. A flask is made of ceramic, metal, or glass (depending on the substance it has to hold), with a tight stopper, and holds about 1 pint of liquid. This entry represents any mild caustic substance. Acid may be purchased in many places, including hardware stores.

Molotov Cocktail

A Molotov cocktail is a flask containing a flammable liquid, plugged with a rag. A Molotov cocktail is easily made by hand (Craft [chemical] check 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.

Melee Weapons

Melee weapons are used in close combat, and they are generally among the simplest types of weapons. The feat that provides proficiency with these weapons varies from weapon to weapon; some are considered simple weapons (covered by the Simple Weapons Proficiency feat); others are archaic (Archaic Weapons Proficiency) or exotic (Exotic Melee Weapon Proficiency).

A character's Strength modifier is always added to a melee weapon's attack roll and damage roll.

Melee Weapons Table

Melee weapons are described by a number of statistics, as shown on Table: Melee Weapons.

Damage: The damage the weapon deals on a successful hit.

Critical: The threat range for a critical hit. If the threat is confirmed, a weapon deals double damage on a critical hit (roll damage twice, as if hitting the target two times).

Damage Type: Melee weapon damage is classified according to type: bludgeoning (weapons with a blunt striking surface), energy (of a specific type), piercing (weapons with a sharp point), and slashing (weapons with an edged blade). Some creatures or characters may be resistant or immune to some forms of damage.

Range Increment: Melee weapons that are designed to be thrown can be used to make ranged attacks. As such, they have a range increment just as other ranged weapons do-but the maximum range for a thrown weapon is five range increments instead of ten.

Any attack at less than the given range increment is not penalized for range. However, each full range increment causes a cumulative -2 penalty on the attack roll.

Size: Size categories for weapons and other objects are defined differently from the size categories for creatures. The relationship between a weapon's size and that of its wielder defines whether it can be used one-handed, if it requires two hands, and if it's a light weapon.

A Medium-size or smaller weapon can be used one-handed or two-handed. A Large weapon requires two hands.

A Small or smaller weapon is considered a light weapon. It can be used one-handed and, as a light weapon, is easier to use in a character's off hand.

Weight: This column gives the weapon's weight.

Purchase DC: This is the purchase DC for a Wealth check to acquire the weapon.

Restriction: None of the following melee weapons have restrictions on their purchase.

Table: Melee Weapons
WeaponDamageCriticalTypeRange IncrementSizeWeightPurchase DCRestriction
Simple Weapons (require the Simple Weapons Proficiency feat)
Brass knuckles120Bludgeoning-Tiny1 lb.5-
Cleaver1d6Slashing-Small2 lb.5-
Club1d620Bludgeoning10 ft.Med3 lb.4-
Knife1d4Piercing10 ft.Tiny1 lb.7-
Metal baton1d6Bludgeoning-Med2 lb.8-
Pistol whip1d420Bludgeoning-Small---
Rifle butt1d620Bludgeoning-Large---
Sap1d6120Bludgeoning-Small3 lb.2-
Stun gun11d320Electricity-Tiny1 lb.5-
Tonfa11d420Bludgeoning-Med2 lb.6-
Archaic Weapons (require the Archaic Weapons Proficiency feat)
Bayonet (fixed)11d4/1d620Piercing-Large1 lb.7-
Hatchet1d620Slashing10 ft.Small4 lb.4-
Longsword1d8Slashing-Med4 lb.11-
Machete1d6Slashing-Small2 lb.5-
Rapier1d6Piercing-Med3 lb.10-
Spear1d820Piercing-Large9 lb.6-
Straight razor1d4Slashing-Tiny lb.4-
Sword cane11d6Piercing-Med3 lb.9-
Exotic Melee Weapons (each requires a specific Exotic Melee Weapon Proficiency feat)
Chain11d6/1d620Bludgeoning-Large5 lb.5-
Chain saw3d620Slashing-Large10 lb.9-
Kama1d620Slashing-Small2 lb.5-
Katana2d6Slashing-Large6 lb.12-
Kukri1d4Slashing-Small1 lb.5-
Nunchaku1d620Bludgeoning-Small2 lb.3-
Three-section staff11d10/1d1020Bludgeoning-Large3 lb.4-

1 See the description of this weapon for special rules.

Simple Melee Weapons

Generally inexpensive and light in weight, simple weapons get the job done nevertheless.

Brass Knuckles

These pieces of molded metal fit over the outside of a character's fingers and allow him or her to deal lethal damage with an unarmed strike instead of nonlethal damage. A strike with brass knuckles is otherwise considered an unarmed attack.

When used by a character with the Brawl feat, brass knuckles increase the base damage dealt by an unarmed strike by +1 and turn the damage into lethal damage.

The cost and weight given are for a single item.

Cleaver

Heavy kitchen knives can be snatched up for use as weapons in homes and restaurants. These weapons are essentially similar to the twin butterfly swords used in some kung fu styles.

Club

Almost anything can be used as a club. This entry represents the wooden nightsticks sometimes carried by police forces.

Knife

This category of weapon includes hunting knives, butterfly or "balisong" knives, switchblades, and bayonets (when not attached to rifles). A character can select the Weapon Finesse feat to apply his or her Dexterity modifier instead of Strength modifier to attack rolls with a knife.

Metal Baton

This weapon can be collapsed to reduce its size and increase its concealability. A collapsed baton is Small and can't be used as a weapon. Extending or collapsing the baton is a free action.

Pistol Whip

Using a pistol as a melee weapon can deal greater damage than attacking unarmed. No weight or purchase DC is given for this weapon, since both vary depending on the pistol used.

Rifle Butt

The butt of a rifle can be used as an impromptu club.

Sap

This weapon, essentially a smaller version of a club, deals nonlethal damage instead of lethal damage.

Stun Gun

Although the Name suggests a ranged weapon, a stun gun requires physical contact to affect its target. (The taser is a ranged weapon with a similar effect.) On a successful hit, the stun gun deals 1d3 points of electricity damage, and the target must make a Fortitude saving throw (DC 15) or be paralyzed for 1d6 rounds.

Tonfa

This is the melee weapon carried by most police forces, used to subdue and restrain criminals. A character can deal nonlethal damage with a tonfa without taking the usual -4 penalty.

Archaic Melee Weapons

Most of these weapons deal damage by means of a blade or a sharp point. Some of them are moderately expensive, reflecting their archaic nature in modern-day society.

Bayonet (Fixed)

The statistics given describe a bayonet fixed at the end of a longarm with an appropriate mount. With the bayonet fixed, the longarm becomes a double weapon-clublike at one end and spearlike at the other. A character can fight with it as if fighting with two weapons, but if the character does so, he or she incurs all the normal attack penalties associated with fighting with two weapons, as if using a one-handed weapon and a light weapon.

Hatchet

This light axe is a chopping tool that deals slashing damage when employed as a weapon.

Longsword

This classic, straight blade is the weapon of knighthood and valor.

Machete

This long-bladed tool looks much like a short, lightweight sword.

Rapier

The rapier is a lightweight sword with a thin blade. A character can select the Weapon Finesse feat to apply his or her Dexterity modifier instead of Strength modifier to attack rolls with a rapier.

Spear

This primitive device is a reach weapon. A character can strike opponents 10 feet away with it, but can't use it against an adjacent foe.

Straight Razor

Favored by old-school organized crime "mechanics," this item can still be found in some barbershops and shaving kits.

Sword Cane

This is a lightweight, concealed sword that hides its blade in the shaft of a walking stick or umbrella. Because of this special construction, a sword cane is always considered to be concealed; it is noticed only with a Spot check (DC 18). (The walking stick or umbrella is not concealed, only the blade within.)

Exotic Melee Weapons

Most exotic weapons are either atypical in form or improved variations of other melee weapons. Because each exotic weapon is unique in how it is manipulated and employed, a separate Exotic Melee Weapon Proficiency feat is required for each one in order to avoid the -4 nonproficient penalty.

Chain

Also called the manriki-gusari, this is a simple chain with weighted ends. It can be whirled quickly, striking with hard blows from the weights. One end can also be swung to entangle an opponent.

The chain can be used either as a double weapon or as a reach weapon. A character can fight with it as if fighting with two weapons, incurring all the normal attack penalties as if using a one-handed weapon and a light weapon. In this case, the character can only strike at an adjacent opponent.

If a character uses the chain as a reach weapon, he or she can strike opponents up to 10 feet away. In addition, unlike other weapons with reach, the character can use it against an adjacent foe. In this case, the character can only use one end of the chain effectively; he or she can't use it as a double weapon.

Because a chain can wrap around an enemy's leg or other limb, a character can make a trip attack with it by succeeding at a melee touch attack. If the character is tripped during his or her own trip attempt, the character can drop the chain to avoid being tripped.

When using a chain, the character gets a +2 equipment bonus on his or her opposed attack roll when attempting to disarm an opponent (including the roll to avoid being disarmed if the character fails to disarm the opponent).

A character can select the Weapon Finesse feat to apply his or her Dexterity modifier instead of Strength modifier to attack rolls with a chain.

Chain Saw

Military and police units use powered saws to cut through fences and open doors rapidly. They are sometimes pressed into service as weapons, often by people who watch too many movies.

Kama

A kama is a wooden shaft with a scythe blade extending at a right angle out from the shaft. Kama are traditional weapons in various styles of karate.

Katana

The katana is the traditional Japanese samurai sword. When used with the Exotic Melee Weapon Proficiency feat, it can be used with one hand. For a wielder without the feat, the katana must be used with two hands, and the standard -4 nonproficiency penalty applies.

Kukri

This heavy, curved dagger has its sharp edge on the inside of the curve.

Nunchaku

A popular martial arts weapon, the nunchaku is made of two wooden shafts connected by a short length of rope or chain.

Three-Section Staff

Originally a farm implement for threshing grain, this weapon is composed of three sections of wood of equal lengths, joined at the ends by chain, leather, or rope. The three-section staff requires two hands to use.

The three-section staff is a double weapon. A character can fight with it as if fighting with two weapons, but if he or she does, the character incurs all the normal attack penalties associated with fighting with two weapons, as if using a one-handed weapon and a light weapon.

Improvised Weapons

Any portable object can be used as a weapon in a pinch. In most cases, an object can be wielded either as a melee weapon or a ranged weapon.

A character takes a -4 penalty on his or her attack roll when wielding or throwing an improvised weapon. An improvised weapon is not considered simple, archaic, or exotic, so weapon proficiency feats cannot offset the -4 penalty.

Table: Improvised Weapon Damage by Size
Object SizeExamplesDamage
DiminutiveAshtray, CD disk case, crystal paperweight1
TinyFist-sized rock, mug, screwdriver, softball, flashlight, wrench1d2
SmallBottle, drill, fire extinguisher, flower pot, helmet, metal hubcap, vase1d3
Medium-sizeBar stool, brick, briefcase, bowling ball, garbage can lid, hockey stick, nail gun 1d4
LargeEmpty garbage can, guitar, computer monitor, office chair, tire iron 1d6
Hugefoot ladder, mailbox, oil barrel, park bench, sawhorse1d8
GargantuanDesk, dumpster, file cabinet, large sofa, soda machine2d6
ColossalJunked vehicle, stoplight, telephone pole2d8

A character can effectively wield or throw an object of his or her size category or smaller using one hand. A character can effectively wield or throw an object one size category larger than him or herself using two hands. An improvised thrown weapon has a range increment of 10 feet. Increase the range increment for creatures of Large size or larger as follows: Large 15 feet, Huge 30 feet, Gargantuan 60 feet, Colossal feet.

Damage: Improvised weapons deal lethal damage based on their size, although the GM may adjust the damage of an object that is especially light or heavy for its size. The wielder's Strength modifier applies only to damage from Tiny or larger improvised weapons; do not apply the wielder's Strength modifier to damage from Diminutive objects. Table: Improvised Weapon Damage by Size gives the damage for improvised weapons of varying size. Improvised weapons threaten a critical hit on a natural roll of Improvised weapons of Fine size deal no damage.

Unlike real weapons, improvised weapons are not designed to absorb damage. They tend to shatter, bend, crumple, or fall apart after a few blows. An improvised weapon has a 50% chance of breaking each time it deals damage or, in the case of thrown objects, strikes a surface (such as a wall) or an object larger than itself.

Armor

Body armor comes in a variety of shapes and sizes, providing varying degrees of coverage and varying heaviness of materials.

Three feats cover proficiency in the use of armor: Armor Proficiency (light), Armor Proficiency (medium), and Armor Proficiency (heavy).

Armor Table

Armor is described by a number of statistics, as shown on Table: Armor.

Type: Armor comes in four types: archaic, impromptu, concealable, and tactical.

  • Archaic armor is old-fashioned armor, such as medieval chainmail and plate mail.
  • Impromptu armor includes items that provide protection even though they weren't designed for that purpose, such as leather biker's jackets and football pads.
  • Concealable armor is modern body armor designed to fit underneath regular clothing. It can be worn for extended periods of time without fatiguing the wearer.
  • Tactical armor is modern body armor that fits over clothing and can't be easily concealed. Its weight and bulk make it impractical to wear all the time, and it's generally only donned when a specific dangerous confrontation is likely. Because it's worn over clothing in tactical situations, tactical armor often has pockets, clips, and velcro attachment points for carrying weapons, grenades, ammunition, flashlights, first aid kits, and other items.

Equipment Bonus: The protective value of the armor. This bonus adds to the wearer's Defense.

Nonproficient Bonus: The maximum amount of the armor's equipment bonus that can be applied to the wearer's Defense if the wearer is using armor with which he or she isn't proficient (doesn't have the appropriate feat).

Maximum Dex Bonus: This number is the maximum Dexterity bonus to Defense that this type of armor allows. Heavier armor limits mobility, reducing a character's ability to avoid attacks.

Even if A character's Dexterity bonus drops to +0 because of armor, the character are not considered to have lost his or her Dexterity bonus.

Armor Penalty: The heavier or bulkier the armor, the more it affects certain skills. This penalty applies to checks involving the following skills: Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, Swim and Tumble.

Speed (30 ft.): Medium and heavy armor slows a character down. The number in this column is the character's speed while in armor, assuming his or her base speed is 30 feet (the normal speed for most human beings).

Weight: This column gives the armor's weight.

Purchase DC: This is the purchase DC for a Wealth check to acquire the armor. This number reflects the base price and doesn't include any modifier for purchasing the armor on the black market.

Restriction: The restriction rating for the armor, if any, and the appropriate black market purchase DC modifier. Remember to apply this modifier to the purchase DC when making a Wealth check to acquire the armor on the black market.

Table: Armor
ArmorTypeEquipment BonusNonprof. BonusMaximum Dex BonusArmor PenaltySpeed (30 ft.)WeightPurchase DCRestriction
Light Armor
Leather jacketImpromptu+1+1+8-0304 lb.10-
Leather armorArchaic+2+1+6-03015 lb.12-
Light undercover shirtConcealable+2+1+7-0302 lb.13Lic (+1)
Pull-up pouch vestConcealable+2+1+6-1302 lb. 13Lic (+1)
Undercover vestConcealable+3+1+5-2303 lb. 14Lic (+1)
Medium Armor
Concealable vestConcealable+4+2+4-3254 lb. 15Lic (+1)
Chainmail shirtArchaic+5+2+2-52040 lb.18-
Light-duty vestTactical+5+2+3-4258 lb. 16Lic (+1)
Tactical vestTactical+6+2+2-52510 lb. 17Lic (+1)
Heavy Armor
Special response vestTactical+7+3+1-62015 lb. 18Lic (+1)
Plate mailArchaic+8+3+1-62050 lb.23-
Forced entry unitTactical+9+3+0-82020 lb. 19Lic (+1)

Light Armor

For the character who doesn't want to be bogged down by more cumbersome armor types, a leather garment or some sort of concealable armor is just the ticket.

Leather Jacket

This armor is represented by a heavy leather biker's jacket. A number of other impromptu armors, such as a football pads and a baseball catcher's pads, offer similar protection and game statistics.

Leather Armor

This archaic armor consists of a breastplate made of thick, lacquered leather, along with softer leather coverings for other parts of the body.

Light Undercover Shirt

Designed for deep undercover work in which it's critical that the wearer not appear to be armed or armored, this garment consists of a T-shirt with a band of light protective material sewn in around the lower torso.

Pull-Up Pouch Vest

This garment, consisting of a torso apron of light protective material held up by a loop around the neck, can be stored in an innocuous fanny pack. Deploying the apron is a move action. This garment provides no equipment bonus (and has no armor penalty or maximum Dexterity bonus) when undeployed.

Undercover Vest

Covering a larger area of the torso, this vest provides better protection than the light undercover shirt-but it's also more easily noticed. It's best used when the armor should remain unseen but the wearer doesn't expect to face much scrutiny, granting a +2 bonus on Spot checks to notice the armor.

Medium Armor

Most medium armor (except for the archaic chainmail shirt) is not terribly heavy, but nonetheless provides a significant amount of protection-at the expense of some speed.

Concealable Vest

Standard issue in many police forces, this vest provides maximum protection in a garment that can be worn all day long under regular clothing. While it may go unnoticed by a quick glance, it is usually visible to anyone looking closely for it, granting a +4 bonus on Spot checks to notice the armor.

Chainmail Shirt

This medieval-era armor is a long shirt made of interlocking metal rings, with a layer of padding underneath. It's heavy, making it uncomfortable to wear for long periods of time.

Light-Duty Vest

A lightweight tactical vest designed for extended use by riot police and forces on alert for potential attack, this armor sacrifices a degree of protection for a modicum of comfort-at least compared to other tactical body armors.

Tactical Vest

The standard body armor for police tactical units, this vest provides full-torso protection in the toughest flexible protective materials available.

Heavy Armor

For the best protection money can buy, go with heavy armor, but watch out for the armor penalty.

Plate Mail

This medieval-era armor consists of metal plates that cover the entire body. It's heavy and cumbersome compared to most modern armor, but it does provide a great deal of protection.

Special Response Vest

Built like the tactical vest, but incorporating groin and neck protection as well as a ceramic plate over the chest, this armor provides additional protection in battles against heavily armed opponents.

Forced Entry Unit

The most powerful protection available is built into this suit, which consists of a heavy torso jacket with ceramic plates over the chest and back, neck and groin guards, arm protection, and a helmet. Heavy and cumbersome, this armor is generally only donned by tactical officers heading into a dangerous assault.

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