Guns
Special Rules
Autofire
Automatic is a full round action and a character can fire in a cone (see below). All individuals within the cone (30′) are targets and each must be rolled separately, with a modifier of -4. In addition, targets are unable to use any concealment abilities.Machine guns only have autofire settings and can’t normally fire single shots. These weapons can fire as cone (60′) attack, each with a -4 to hit.
If there is only one target aimed at, as a full round action on a successful attack, the first round will hit and for every 5 points above the targets Armor Class the character gains an additional hit for every 3 BAB the character possess.
Automatic is a full round action and a character can fire in a cone (see below). All individuals within the cone (30′) are targets and each must be rolled separately, with a modifier of -4. In addition, targets are unable to use any concealment abilities.Machine guns only have autofire settings and can’t normally fire single shots. These weapons can fire as cone (60′) attack, each with a -4 to hit.
If there is only one target aimed at, as a full round action on a successful attack, the first round will hit and for every 5 points above the targets Armor Class the character gains an additional hit for every 3 BAB the character possess.
Burst Fire
As a standard action, the character fires 3 – 10 rounds. On a successful attack, the first round will hit and for every 5 points above the target’s Armor Class, the character gains an additional hit for every 5 BAB they possess.
As a standard action, the character fires 3 – 10 rounds. On a successful attack, the first round will hit and for every 5 points above the target’s Armor Class, the character gains an additional hit for every 5 BAB they possess.
Self Defence Weapons
Stun Gun Pepper Spray Tazer |
Cost
10 10 40 |
Damage
1d4 Special 1d4 |
Critical
--- --- --- |
Range
--- --- 10ft |
Misfire
--- --- ---- |
Capacity
10 1 1 |
Weight
2 lbs 1 lbs 4 lbs |
Type
Electric Special Electric |
Special
Non-Lethal Non-Lethal Non-Lethal |
Stungun/Tazer: On a successful hit, the darts deal 1d4 points of electrical damage and the target must make a Fortitude saving throw (DC 15) or be paralyzed for 1d6 rounds.
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. This has a max-range of 20 feet for the small canisters and 50 feet for large canisters.
One Handed Fireams
Revolver Light Pistol Heavy Pistol Machine Pistol Two Handed Firearms Rifle Double Barrled Shotgun Pump Action Shotgun Assault Rifle Sniper Rifle Sub-Machine Gun Exotic Firearms Flamethrower Heavy Machine Gun Rocket Launcher |
Cost
500 900 1000 1500 Cost 875 875 1500 2400 2400 1500 Cost 6500 7500 6000 |
Damage
1d8 2d4 2d6 1d6 Damage 1d10 1d8 1d8 2d8 2d10 2d6 Damage 3d6 2d12 6d6 |
Critical
x4 x4 x4 x4 Critical x4 x2 x2 x4 x4 x4 Critical --- x4 --- |
Range
20ft 30ft 40ft 40ft Range 80ft 20ft 20ft 70ft 120ft 40ft Range 30ft 110ft 150ft |
Misfire
1 1 1 1 Misfire 1 1 1 1 1 1 Misfire 1 1 1 |
Capacity
6 8 8 15 Capacity 4 2 6 30 4 20 Capacity 10 Special 1 |
Weight
4lbs 1lbs 3lbs 6lbs Weight 15lbs 15lbs 18lbs 10lbs 15lbs 8lbs Weight 50lbs 75lbs 10lbs |
Type
B and P B and P B and P B and P Type B and P B and P B and P B and P B and P B and P Type Fire B and P Fire and P |
Special
----------- ----------- ----------- 3 Round Burst Special ------------ Scatter Scatter Autofire, Burst ------------ Autofire, Burst Special See Text Autofire See Text |
Rocket Launcher: A rocket launcher comes as a short, telescoped fberglass and aluminum tube. Before using the weapon, the frer must frst arm and extend the tube, which is a move action.
When the rocket hits its target, it explodes like a grenade or other explosive, dealing its 10d6 points of damage to all creatures within a 10-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 rocket launcher ignores up to 10 points of hardness if it strikes a vehicle, building, or object. However, this only applies to the target struck, not to other objects within the burst radius
When the rocket hits its target, it explodes like a grenade or other explosive, dealing its 10d6 points of damage to all creatures within a 10-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 rocket launcher ignores up to 10 points of hardness if it strikes a vehicle, building, or object. However, this only applies to the target struck, not to other objects within the burst radius
Flamethrower: A flamethrower consists of a pressurised backpack containing fuel, connected to a tube with a nozzle. It shoots a 5-foot-wide, 30-foot-long line of flame that deals 3d6 points of fire damage to all creatures and objects in its path. No attack roll is necessary. Any creature caught in the line of flame can make a Reflex save (DC 15 plus + for ever two points of BAB the user possesses) to take half damage (or DC 11 if the wielder is not proficient). Creatures with cover get a bonus on their Reflex save.
A flamethrower’s backpack has hardness 5 and 5 hit points. 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 (DC 15 Reflex save for half damage). Any creature or flammable object that takes damage from a flamethrower catches on fre, taking 1d6 points of fre 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. A flamethrower can shoot 10 times before the fuel supply is depleted. |
Ammunition
Ammo Light Handgun Ammo (30) Handgun Ammo (30) Rifle Ammo (30) Shotgun Shells (30) Flamer Fuel (10) |
Weight 1/2 lbs 1/2 lbs 1/2 lbs 1/2 lbs 10 lbs |
Cost 150 250 400 400 500 |
Heavy Machine Gun: This heavy-duty .50-caliber machine gun fres a steady stream of bullets fed from an ammo belt which typically hold between 50 and 300 bullets. It requires a tripod or vehicle mount to fre properly, and attempting to use it otherwise inflicts a -8 penalty on attack rolls.
Rulers are courtesy of Sneak Attack Press, via there Broken Earth campaign setting, and the d20modernpf site.
Armour
Ballistic Weave: Modern armour may not stop bullets from hitting a target - it is there pure velocity that makes them so difficult to dodge - but they can reduce the harm that bullets will do.
Armour with a ballistic weave has a damage reduction against bludgeoning attacks, such as bullets, equal to the armour bonus an armour grants. While modern armours usually have such things built in, older styles of armour can have them added.
Ballistic Weave can be added to armour for an additional 200.
Armour with a ballistic weave has a damage reduction against bludgeoning attacks, such as bullets, equal to the armour bonus an armour grants. While modern armours usually have such things built in, older styles of armour can have them added.
Ballistic Weave can be added to armour for an additional 200.
Light Armour
Leather Clothing Hidden Vest Biker Leathers Medium Armour Modular Tactical Vest Heavy Armour Full Tactical Suit |
Cost
20 50 150 Cost 500 Cost 2500 |
Armour Bonus
+1 +3 +4 Armour Bonus +6 Armour Bonus +9 |
Max Dex
+8 +6 +5 Max Dex +3 Max Dex +1 |
Armour Check
0 -1 -3 Armour Check -3 Armour Check -6 |
Speed
30ft 30ft 30ft Speed 20ft Speed 20ft |
Weight
10lbs 15lbs 15lbs Weight 25lbs Weight 40lbs |
Special
--------- Ballistic Weave --------- Special Ballistic Weave Special Ballistic Weave |