MSRD:Ranged Weapons

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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 weapon) 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 ability 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
Weapon Damage Critical Damage Type Range Increment Rate of Fire Magazine Size Weight Purchase DC Restriction
Handguns (require the Personal Firearms Proficiency feat)
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 M1911 (.45 autoloader) 2d6 20 Ballistic 30 ft. S 7 box Small 3 lb. 15 Lic (+1)
Colt Python1 (.357 revolver) 2d6 20 Ballistic 40 ft. S 6 cyl. Med 3 lb. 15 Lic (+1)
Derringer (.45) 2d6 20 Ballistic 10 ft. Single 2 int. Tiny 1 lb. 14 Lic (+1)
Desert Eagle (.50AE 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 (.45 machine pistol) 2d6 20 Ballistic 40 ft. S, A 30 box Med 6 lb. 15 Res (+2)
Pathfinder (.22 revolver) 2d4 20 Ballistic 20 ft. S 6 cyl. Tiny 1 lb. 14 Lic (+1)
Ruger Service-Six (.38S revolver) 2d6 20 Ballistic 30 ft. S 6 cyl. Small 2 lb. 14 Lic (+1)
S&W M29 (.44 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 (.32 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 (.32 autoloader) 2d4 20 Ballistic 30 ft. S 7 box Small 1 lb. 15 Lic (+1)
Longarms (require the Personal Firearms Proficiency feat)
AKM/AK-47 (7.62mmR assault rifle) 2d8 20 Ballistic 70 ft. S, A 30 box Large 10 lb. 15 Res (+2)
Barrett Light Fifty (.50 sniper rifle) 2d12 20 Ballistic 120 ft. S 11 box Huge 35 lb. 22 Lic (+1)
Benelli 121 M1 (12-gauge shotgun) 2d8 20 Ballistic 40 ft. S 7 int Large 8 lb. 17 Lic (+1)
Beretta M3P (12-gauge shotgun) 2d8 20 Ballistic 30 ft. S 5 box Large 9 lb. 16 Lic (+1)
Browning BPS (10-gauge shotgun) 2d10 20 Ballistic 30 ft. Single 5 int. Large 11 lb. 16 Lic (+1)
HK G3 (7.62mm assault rifle) 2d10 20 Ballistic 90 ft. S, A 20 box Large 11 lb. 19 Res (+2)
HK MP51 (9mm submachine gun) 2d6 20 Ballistic 50 ft. S, A 30 box Large 7 lb. 20 Res (+2)
HK MP5K (9mm submachine gun) 2d6 20 Ballistic 40 ft. S, A 15 box Med 5 lb. 19 Res (+2)
HK PSG11 (7.62mm sniper rifle) 2d10 20 Ballistic 90 ft. S 5 box Large 16 lb. 22 Lic (+1)
M16A2 (5.56mm assault rifle) 2d8 20 Ballistic 80 ft. S, A 30 box Large 8 lb. 16 Res (+2)
M4 Carbine (5.56mm assault rifle) 2d8 20 Ballistic 60 ft. S, A 30 box Large 7 lb. 16 Res (+2)
M-60 (medium machine gun) 2d10 20 Ballistic 100 ft. A Linked Huge 22 lb. 21 Mil (+3)
Mossberg (12-gauge shotgun) 2d8 20 Ballistic 30 ft. Single 6 int. Large 7 lb. 15 Lic (+1)
Remington 700 (7.62mm hunting rifle) 2d10 20 Ballistic 80 ft. Single 5 int. Large 8 lb. 17 Lic (+1)
Sawed-off shotgun (12-gauge shotgun) 2d8 20 Ballistic 10 ft. S 2 int. Med 4 lb. 15 Illegal (+4)
Steyr AUG (5.56mm assault rifle) 2d8 20 Ballistic 80 ft. S, A 30 box Large 9 lb. 19 Res (+2)
Uzi (9mm submachine gun) 2d6 20 Ballistic 40 ft. S, A 20 box Large 8 lb. 18 Res (+2)
Winchester 94 (.444 hunting rifle) 2d10 20 Ballistic 90 ft. S 6 int. Large 7 lb. 15 Lic (+1)
Heavy Weapons (each requires a specific Exotic Firearms Proficiency feat)
M2HB (heavy machine gun) 2d12 20 Ballistic 110 ft. A Linked Huge 75 lb. 22 Mil (+3)
M72A3 LAW (rocket launcher) 10d62 150 ft. 1 1 int. Large 5 lb. 15 Mil (+3)
M79 (grenade launcher) Varies2 70 ft. 1 1 int. Large 7 lb. 14 Mil (+3)
Other Ranged Weapons (Weapons Proficiency feat needed given in parentheses)
Compound bow (Archaic)2 1d8 20 Piercing 40 ft. 1 Large 3 lb. 10
Crossbow (Simple) 1d10 19–20 Piercing 40 ft. 1 1 int. Med 7 lb. 9
Flamethrower (no feat needed)3 3d6 Fire 1 10 int. Large 50 lb. 17 Mil (+3)
Javelin (Simple) 1d6 20 Piercing 30 ft. 1 Med 2 lb. 4
Pepper spray (Simple) Special2 Special2 5 ft. 1 1 int. Tiny 0.5 lb. 5
Shuriken (Archaic) 1 20 Piercing 10 ft. 1 Tiny 0.5 lb. 3
Taser (Simple) 1d42 Electricity 5 ft. 1 1 int. Small 2 lb. 7
Whip (Simple) 1d2 20 Slashing 15 ft.3 1 Small 2 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 M1911 mechanism, this pistol is an updated civilian version that fires a 10mm round.

Colt M1911

This .45 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 M1911 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 .50 Action Express round. The Desert Eagle also comes in .357 Magnum and .44 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 10,000 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 .38 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 .44 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 1930s. 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-47

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. The AKM is a slightly more modern version of the AK-47, but functions essentially the same.

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 .50-caliber machine gun bullet, a round much more powerful than any other rifle ammunition.

Benelli 121 M1

The Benelli 121 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 10-gauge shell.

HK G3

The G3 fires the powerful 7.62mm 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 15-round magazine, the MP5K can also accept the same 30-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-60

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 500 ATP6C is a pump-action shotgun designed for military and police work.

Remington 700

A bolt-action rifle with a reputation for accuracy, the Remington 700 has been popular with hunters and target shooters since its introduction in the 1940s.

Sawed-Off Shotgun

This is a 12-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.

If this weapon if fully-loaded, a character can fire both barrels at once. The character receives a –2 penalty on the attack but deals +1 die of damage with a successful hit. Attacking this way uses both shotgun shells.

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 1950s 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.

M2HB

This heavy-duty .50-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 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 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 Grenades and Explosives). 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, 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, 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 10-foot-by-10-foot area.

A flamethrower can shoot 10 times before the fuel supply is depleted. Refilling or replacing a fuel pack has a purchase DC of 13.

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. Pepper spray is limited to 5 range increments.

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 Purchase DC Modifier Restriction
5.56mm (20) 4
7.62mm (20) 4
7.62mmR (20) 4
.444 caliber (20) 6
.50 caliber (20) 6
9mm (50) 5
10mm (50) 5
.22 caliber (50) 4
.32 caliber (50) 5
.38 special (50) 5
.357 caliber (50) 5
.44 caliber (50) 5
.45 caliber (50) 5
.50AE caliber (50) 6
10-gauge buckshot (10) 5
12-gauge buckshot (10) 4
Armor Piercing +3 Res (+2)
Arrow (12) 8
Beanbag +2 Res (+2)
Birdshot –1 Lic (+1)
Crossbow bolt (12) 7
Flechette +4 Mil (+3)
Frangible +2 Res (+2)
High Explosive +5 Mil (+3)
Rubber Round +1 Res (+2)
Silver +6
Subsonic +4 Mil (+3)
Tracer +1 Mil (+3)
Tranquilizer 7* Res (+2)
White Phosphorous (WP) +5 Mil (+3)
*This is the regular purchase DC, not modifier.

5.56mm, 7.62mm, 7.62mmR, .444, .50

These calibers of ammunition are generally used in rifles, assault rifles, or machine guns, and are sold in boxes of 20 bullets each. The 7.62mmR is used in the AKM and other ex-Soviet weapon types, and is not compatible with the larger 7.62mm cartridge. The .50 caliber is a huge cartridge generally fired from heavy machine guns, but also adapted to a few models of powerful sniper rifles.

9mm, 10mm, .22, .32, .38 S, .357, .44, .45, .50AE

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

10-gauge Buckshot, 12-gauge Buckshot

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

Armor Piercing

Armor-piercing ammunition reduces the effectiveness of armor. When fired at an opponent wearing any type of armor, the attack receives a +2 bonus. It has no benefit against targets that are not wearing armor.

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.

Beanbag

Riot police use this type of ammunition for crowd control. Loads are available for shotguns and grenade launchers only. It deals the same amount of damage as a normal load, but the damage dealt is nonlethal.

Birdshot

This is a lighter shotgun ammunition. It reduces the damage dealt by a shotgun by 1 die.

Crossbow Bolt

A shaft or missile designed to be shot from a crossbow, bolts come in quivers of 12.

Flechette

Flechette rounds fire bundles of razor-sharp, fin-stabilized tungsten darts. A weapon that fires this ammunition improves its critical threat range by one, but takes a –1 penalty on attack rolls.

Frangible

This ammunition scatters through a target rather than punching through and hitting something else. It increases the damage dealt to unarmored targets by +1. This bonus is negated if the target is wearing any sort of armor or has a natural armor bonus of +2 or more.

High Explosive

High explosive ammunition is used mostly in grenade launchers and occasionally shotguns, but can be found for other weapons. It is very expensive and difficult to come by. High explosive ammunition deals 1 extra die of damage of the appropriate type for the weapon.

Rubber Rounds

Rubber rounds exist for all types of handguns and longarms. Rubber ammunition deals nonlethal damage.

Silver

Silver ammunition is useful for dealing with some types of Shadow creatures. Silvered ammunition deals lethal damage to regular targets and bypasses the damage reduction of any creature that is vulnerable to silver. It is never mass-produced and must be made by hand, as reflected by its high cost. Because silvered ammunition must be manufactured by hand, it is not licensed. It requires a Craft (mechanical) check (DC 12) to manufacture a single silver bullet.

Subsonic

Assassins and snipers use subsonic ammunition; it is rarely found outside those circles. Its primary use is to reduce the noise of a shot, making it more difficult to spot the shooter after the gun is fired. Subsonic ammunition reduces damage dealt by –2 points, but the DC to Listen checks to hear the gunshot is increased by +10. Subsonic ammunition decreases the range increment by 20 feet. It is available for handguns and longarms, except shotguns.

Tracer

These phosphorous-coated rounds aid the shooter of an automatic weapon in leading bullets to a target, but makes them easier to spot in turn. Tracer ammunition provides a +1 bonus to attack rolls made with a weapon when fired on autofire only. Opponents gain a +5 circumstance bonus on Spot checks when trying to find someone firing tracer ammunition.

Tranquilizer

This ammunition is actually a large dart with a reservoir that is used to deliver a tranquilizer (or poison) to the target. It is only available for air rifles and pistols. For more information on poisons, see the Craft (chemical) skill.

White Phosphorous (WP)

White phosphorous-tipped rounds can inflict terrible burns on a target. These rounds go off if they strike anything between the shooter and the target. Any target damaged by a “Willie P” shot takes an additional 1d6 points of fire damage and risks catching on fire.

Ammunition weight

To determine how much a loaded magazine weighs, look it up on the table, rounding the number of rounds in the magazine up.

Shotgun shells are a little heavier; use the weight value for one damage step higher.

Weight per Number of Rounds
Damage 10 20 30 40 50 100
2d4 0.5lb 0.5lb 0.5lb 0.5lb 1.0lb 1.5lb
2d6 0.5lb 0.5lb 0.5lb 1.0lb 1.0lb 2.0lb
2d8 0.5lb 0.5lb 0.5lb 1.0lb 1.0lb 2.0lb
2d10 0.5lb 1.0lb 1.0lb 1.5lb 1.5lb 3.0lb
2d12 1.0lb 2.0lb 3.0lb 4.0lb 5.0lb 10.0lb

Nonfirearms

Table: Ranged Weapons
Nonfirearms (feat needed listed in parentheses)
Weapon Damage Critical Damage Type Range Increment Rate of Fire Magazine Size Weight Purchase DC Restriction
Air pistol (simple)* 1d2 20 Piercing 30 ft. 1 1 Int. Small 2 lb. 7
Air rifle (simple)* 1d2 20 Piercing 50 ft. 1 1 Int. Large 5 lb. 8
Blowgun (simple)* 1 20 Piercing 10 ft. 1 1 Int. Small 2 lb. 4
Bolas (archaic)* * * 10 ft. 1 Small 2 lb. 3
Crossbow, grapple-firing (archaic)* 1d3 * Piercing 120 ft. 1 1 Int. Med. 12 lb. 12
Crossbow, hand (archaic) 1d4 19–20 Piercing 30 ft. 1 1 Int. Tiny 3 lb. 11
Crossbow, repeating (exotic) 1d8 19–20 Piercing 80 ft. 1 5 Int. Med. 16 lb. 13
Flare gun (simple)* 1d8 20 Fire 30 ft. 1 1 Int. Small 2 lb. 11
Net (archaic)* * * 10 ft.* 1 Med. 10 lb. 6
Net launcher (grenade launcher) * 10 ft. 1 1 Int. Large 20 lb. 15 Lic (+1)
Paint ball gun (simple) 20* * 30 ft. Semi 40 Int. Small 2 lb. 8
Sling (archaic) 1d4 20 Ballistic 50 ft. 1 Small 3
Slingshot (simple) 1d3 20 Ballistic 50 ft. 1 Tiny 1 lb. 4
Speargun (simple)* 2d6 20 Piercing 10 ft. 1 1 Int. Large 5 lb. 10
Super watergun (no feat required)* * * * 10 ft. 1 5 Int. Med. 2 lb. 4
Water cannon (simple)* * * 10 ft. * 20 Int. Huge 50 lb. 19 Lic (+1)
*See weapon description for more information.

Air Pistols and Air Rifles

These low powered weapons are used to fire darts or pellets, typically to deliver a chemical payload (see Craft (chemical)). They are very quiet when fired. Air pistols require a CO2 cartridge to operate, which allows the gun to fire 10 times before needing to be replaced (purchase DC 3).

Bolas

A bolas consists of two or more wooden spheres connected by lengths of cord. The bolas is a ranged weapon that can be used to entangle a Small or larger opponent. First, you make a ranged touch attack against the target. The target must be at least 10 feet away, as the bolas cannot be used against adjacent opponents. If the attack roll succeeds, the target is entangled. A target can free itself from the bolas as a full-round action or make an Escape Artist check (DC 15) on its turn to escape from the bolas as an attack action. The bolas has 5 hit points and can be broken with a successful Strength check (DC 20) as a full-round action.

If you entangle a creature with the bolas, you may attempt to trip it on your next attack. A failed trip with bolas does not allow the target to make a trip attack against you.

Blowgun

The blowgun is a long tube through which you fire needles. A needle can deliver poison of either the injury or contact type (see Craft [chemical] for poisons).

Crossbow, Grapple-Firing

This device helps heroes scale unclimbable walls, bridge chasms, escape down buildings, and the like. A grapplefiring crossbow is a heavy crossbow modified to fire a special, grapple-headed metal bolt attached to 100 feet of thin, light line.

A successful shot at an appropriate target indicates that the grapple has hooked onto something, anchoring the rope firmly enough for a character to ascend it with a successful Climb check (DC 15). Failure brings one of three results: the grapple simply failed to snag anything, it has lodged but is not secure enough to support a character’s weight, or there’s simply nothing up there for it to catch onto. In the first case, the user can simply recoil the rope and try again. In the second case, a successful Intelligence check (DC 10) made before anyone tries to climb reveals the instability. The user cannot free that grapple but may try to fire another. (Should anyone try to climb the unstable rope, the grapple gives way after the climber has progressed 2d10 feet. Determine damage normally for the resulting fall.) In the third case, retries automatically fail.

A character can easily anchor a grapple-bolt by hand in a niche or use pitons to secure it on smooth stone. This provides the same aid for descent without the need to fire the weapon.

Crossbow, Hand

This exotic weapon is common among spies and others who favor stealth over power. Assassins also use these weapons to launch poison-coated bolts at the target. You can draw a hand crossbow back manually. Loading a hand crossbow is a move action that provokes attacks of opportunity.

Crossbow, Repeating

The repeating crossbow holds five crossbow bolts. When loaded, you can shoot the crossbow according to your normal number of attacks without reloading. Loading a new case of five bolts is a full-round action that provokes attacks of opportunity.

Flare Gun

Normally used as a signaling device, a flare gun can be used as a weapon in a pinch. If fired in the air, it releases a brightly colored flame that can be seen for miles, depending on surrounding terrain. A flare gun automatically ignites flammable items.

Net

A fighting net has small barbs in the weave and a trailing rope to control netted opponents. You use it to entangle opponents.

When you throw a net, you make a ranged touch attack against your target. A net’s maximum range is 10 feet, and you suffer no range penalties to throw it even to its maximum range. If you hit, the target is entangled. An entangled creature suffers a –2 penalty on attack rolls and a –4 penalty on effective Dexterity.

The entangled creature can only move at half speed and cannot charge or run. If you control the trailing rope by succeeding at an opposed Strength check while holding it, the entangled creature can only move within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must succeed at a Concentration check (DC 15) or the spell fails.

The entangled creature can escape with an Escape Artist check (DC 20) that requires a full-round action. The net has 5 hit points and can be burst with a Strength check (DC 25, also a full-round action).

A net is only useful against creatures within one size category of you. For instance, a Small character wielding a net can entangle Tiny, Small, and Medium creatures.

A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you suffer a –4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a nonproficient one to do so.

Net Launcher

This is a bulky, compressed air rifle with a conical muzzle that throws a weighted net when fired. Police and animal control personnel use net launchers, as well as big game hunters and the occasional field researcher hoping to bag a live Shadow creature.

Net launchers have a much greater range than a regular thrown net. It takes 10 minutes to reset a net that was previously fired or 1 minute to set the net launcher with a prepackaged net (purchase DC 6, 2 lb. per package).

Paintball Gun

Paintball guns offer a way for the average person to experience what it’s like to be in a “live fire” scenario, but without the possibility of taking lethal damage. A paintball deals no damage, but a successful hit will spatter the target with a large splotch of bright, degradable paint. Getting struck with a paintball stings and, if the target is not aware of the circumstance, they might believe they have been shot with an actual bullet.

A critical hit with a paintball gun deals 1d6 points of nonlethal damage.

Sling

The sling, commonly used by primitive people, hurls lead bullets to kill small game. It’s not as easy to use as the crossbow or as powerful as a bow, but it’s cheap and easy to improvise from common materials.

You can hurl ordinary stones with a sling. Stones are not as dense or as round as bullets, so you deal only 1d3 points of damage and suffer a –1 penalty on attack rolls.

Slingshot

Less powerful than a regular sling, a slingshot has a strong pair of rubber bands attached to a V-shaped handle. The damage listed in the table is for lead bullets (as the sling above), but you can also hurl other small objects like firecrackers, paintballs, rocks, and the like.

Speargun

A speargun uses a powerful set of bands to propel a stainless steel shaft at the target. Most speargun shafts are tied to a thin, strong line (DC 20 Strength check to break). This line is attached to a reel, allowing the shooter to draw the shaft back.

If you deal damage to your opponent, the shaft may lodge in the victim if the victim fails a Reflex saving throw against a DC equal to 10 + the damage dealt. The creature moves at only half speed and cannot charge or run while a spear is lodged in its body. If you control the trailing rope by succeeding at an opposed Strength check while holding it, the harpooned creature can only move within the limits that the rope allows (the trailing rope is 30 feet long). If the speared creature attempts to cast a spell, it must succeed at a Concentration check (DC 15) or the spell fails.

The speared creature can pull the shaft from its wound if it takes a full-round action, but in so doing it deals 2d6 points of damage to itself. Reloading a speargun is a full-round action.

Sticky Foam Sprayer

This bulky and unusual weapon looks similar to a flamethrower, with a fuel tank and sprayer nozzle. However, instead of jellied flaming fuel, the sticky foam sprayer launches a stream of liquid goop that hinders movement and can create impromptu barriers.

The sticky foam sprayer has a range of 15 feet and fills a 5-foot square per round. A creature hit by the sticky foam suffers a –2 penalty to attack rolls and a –4 penalty to effective Dexterity. The entangled character must make a Reflex save (DC 15) or be glued to the floor, unable to move. A creature simply moving into a square with the foam also must make this save, but does not suffer the penalty to attack rolls or Dexterity. Even with a successful save, it can only move at half speed. Creatures that are Huge or larger are unaffected by sticky foam.

A character who is glued to the floor can break free with a successful Strength check (DC 20) or by dealing 15 points of damage to the sticky foam with a slashing weapon. A character trying to scrape sticky foam off himself, or another character assisting, does not need to make an attack roll; hitting the sticky foam is automatic, after which the character who hit rolls damage to see how much of the goo he scraped off.

A character capable of spellcasting who is bound by the sticky foam must make a Concentration check (DC 15) to cast a spell. The sticky foam becomes brittle and breaks apart easily after 10 minutes.

Super Watergun

The super watergun is a toy gun that shoots a thin stream of water. The tank holds enough water to shoot 5 times before needing to be refilled. A super watergun has a maximum range of 10 feet. No attack roll is required to hit, and thus no feat is required to operate one effectively. Any creature caught in the path of the stream can make a Reflex save (DC 15) to take half damage (if applicable). Creatures with cover get a bonus on their Reflex save.

Regular water deals no damage, but special substances (such as holy water) can be used for different effects. If you make a full-round attack against a target, it deals the same amount of damage as a vial of the substance—an attack action does not produce enough of a stream to deal damage.

The super watergun has a handle that must be pumped to shoot, thus requiring both hands to use effectively. A super watergun cannot hold acid, which will eat through the thin plastic tank in a matter of seconds. The entire tank of water must contain the given substance to be effective— mixing with regular water will negate the effect.

Water Cannon

Used for crowd control and riot dispersion, water cannons are essentially mounted fire hoses built into vehicles with a large tank. A water cannon can fire continuously for 2 minutes before needing to be refilled.

A person struck by a water cannon takes 1d10 points of nonlethal damage per round, and must make a Reflex save (DC 15) or be knocked prone by the force of the blast. A water cannon that is attached to a vehicle cannot be removed. Use these same statistics if attacking someone with a fire hose.



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