Guns and Stuff

Things That Go Boom:

Guns, while powerful, tend to be very unstealthy.

Effects:
- If fired in the dark without anything to mask the muzzle-flash the Spot check to notice a shooter in the dark gains a +10 bonus.
- DC 5 Listen check to hear gunshots in the immediate area (Say, 50’).
- Gunpower can make some short-lived smoke clouds and the smell lingers, making tracking by Scent easier.

Rate of Fire:
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, unless the user has a feat or other ability that normally allow more than one shot per attack.

Pistols: Whether you move or stand still, you can fire a pistol a number of times equal to your melee attacks (yes, a full attack as a standard action). They are single-handed weapons, suffer no penalty for firing at point-blank range, and do not provoke Attacks of Opportunity. They have only one Range Increment.

Rapidfire: A Rapid Fire Firearm is bulkier than a pistol, and more complex. They are not designed for shooting on the run or fighting in close quarters. They are two-handed weapons. They work like normal weapons in that a Full Round action is required for a Full Attack but a single attack can be made as a Standard action. They also can be used as clubs.

Assault: Assault Firearms are generally fully automatic, and easier to pray and spray. They are designed for shooting on the move, and as such, a Full Attack action is simply a Standard action, as with a Pistol. Unlike a Pistol, they are 2-handed weapons and still provoke Attacks of Opportunity for using in close range, but do not suffer other penalties for firing at close range. They can also be used as clubs.

Heavy: Heavy weapons are giant things that are heavy to carry around. As such, firing them at all requires a Full Round action, to set up and brace before firing. Most can make a Full Attack in this Full Round action. Heavy weapons have two Range Increments, are two-handed, and suffer all the usual penalties of firing heavy weapons in close range. Some Heavy weapons are [Massive], where they must be manually set up into place before use, requiring a Full Round action – only on the following round can they be used. Characters in Power Armour, or with Bulging Biceps or Powerful Build, treat [Massive] Firearms as regular Heavy weapons.

New Gun Options:
Suppressive Fire
As a full-round action, a character whose firearm has at least 5 shots remaining may expend 5 shots to target an unoccupied square. Until their next turn, that character is treated as threatening the square in question with that firearm and can make attacks of opportunity as normal.

Take Aim
As a standard action, a character can take aim with a ranged weapon. Have the character make a ranged touch attack as though it were with a ranged weapon that they are currently wielding. If the touch attack hits, the character gains a +2 competence bonus on all attack rolls against the target in question until the target moves more than 5 feet during a turn or leaves the attacker’s line of sight. While aiming, the attacker cannot attack any other targets or use any other weapons, nor can they move, even to make a 5-foot step. Likewise, if the character’s concentration is disrupted, the character loses the benefit of aiming.

Autofire
Any weapon with Rapidfire or better can hose down a 10-foot-by-10-foot area and the damage is increased by 2 die (2d4 becomes 4d4, etc). If it hits every creature within the affected area must make a Reflex save (DC = 10 + BAB + Dex mod, or 15, whichever is better) for half damage. This option shoots 10 bullets, and can only be used if the weapon has 10 bullets in it.

Magazine: This is how many shots the weapon has before it needs to be reloaded. The time it takes to reload depends on the magazine type it is. There are four types of magazine: box, cylinder, or internal. The fourth type, linked, has an unlimited capacity; for this reason the entry does not also have a number.

Box: A box magazine takes a move action to reload.
Cylinder: A full-round action to reload by hand, but with a speed loader this is reduced to a move action.
Internal: Some weapons keep their ammunition in an internal space, which must be loaded by hand. Reload times vary.
Linked: 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. Clipping a belt together is a move action.
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.

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: Guns and Stuff
Weapon Cost Damage Critical Damage Type Range Rate of Fire Magazine Size Weight
Melee Weapons
Opera Glove 300 GP 1d6/2d6 20/x2 Pier and Blud or Bludgeoning 30 ft R 7 box Med 6 lb
Pistol Weapons (requires the Pistol Firearms Proficiency feat)
Bolt Pistol (19mm) 500 GP 3d6 20/x2 Pier and Sonic 40 ft Single 10 box Med 5 lb
Broken Butterfly (.44 magnum) 250 GP 2d8 20/x2 Pier and Blud 40 ft S 6 cyl Med 4 lb
Broomhandle (.45 ACP) 250 GP 2d6 20/x2 Pier and Blud 50 ft R 10 box Med 5 lb
Hellpistol 500 GP 1d10 20/x2 Untyped 50 ft R Varies Small 3 lb
Killer7 (.45 ACP) 150 GP 2d6 20/x2 Pier and Blud 30 ft R 7 box Small 3 lb
Las Pistol 250 GP 1d8 20/x2 Untyped 50 ft R Varies Small 3 lb
MP-22 “Pixie” (.22LR) 400 GP 2d4 19-20/x2 Pier and Blud 30 ft R 25/50 box Small 5 lb
Scorpion 200 GP 1d6 19-20/x2 Piercing 30 ft Single — Small 2 lb

Rapidfire Weapons
Bolter (19mm) 700 GP 3d6 20/x2 Pier and Sonic 50 ft R 20 box Large 14 lb
Flamer 600 GP 4d6 — Fire 15/30 ft R 10-can. Large 15 lb
Garland (.30-06) 300 GP 2d10 20/x2 Pier and Blud 100 ft R 8 box Large 10 lb
Lasgun 500 GP 1d10 20/x2 Untyped 100 ft R Varies Large 8 lb
Lasgun, ASURA 1500 GP 2d6 20/x2 Untyped 100 ft R Varies Large 8 lb
M-16 (5.56mm) 1000 GP 2d8 20/x2 Pier and Blud 80 ft R 30 box Large 7 lb
M-21 (7.62mm) 1200 GP 2d10 20/x2 Pier and Blud 120 ft R 5/10/20 box Large 11 lb
Merlin (.44 magnum) 175 GP 2d8 20/x2 Pier and Blud 60 ft R 10 int Large 6 lb
Mosshammer (12-ga) 200 GP 3d6 20/x2 Pier and Blud 30 ft Single 8 int. Large 8 lb
Pyrran Doorknocker (12-ga) 75 GP 3d6 20/x2 Pier and Blud 30 ft R 2 int. Large 8 lb
Snuffer (.22 LR) 100 GP 2d4 19-20/x2 Pier and Blud 90 ft R 30 box Large 5 lb

Assault Weapons
Carbine, ASURA (.22LR) 350 GP 3d4 20/x2 Pier and Blud 90 ft R, A 100 box Large 7 lb
Doom Siren Mk.2 700 GP 2d6 20/x2 Sonic 60 ft R, A Varies Large 10 lb
Hellgun 1000 GP 2d6 20/x2 Untyped 100 ft R, A Linked Large 15 lb
Manticore, Heavy 400 GP 1d12 19-20/x2 Piercing 120 ft R, A 30 box Large 12 lb
Manticore, Light 375 GP 1d10 19-20/x2 Piercing 80 ft R, A 30 box Med 8 lb
NS-55 Pulse Rifle (.30-06) 750 GP 2d10 20/x2 Pier and Blud 110 ft R, A 30 box Large 10 lb
Rancor Shotgun 650 GP 3d6 20/x2 Pier and Blud 30 ft R, A 15 cyl. Large 12 lb

Heavy Weapons
40mm M1 Grenade Launcher 200 GP Varies 20/x2 Varies 70 ft Single 1 int. Large 7 lb
40mm M2 Grenade Launcher 600 GP Varies 20/x2 Varies 70 ft R 4 cyl. Large 7 lb
55mm Mortar 600 GP 4d6 — Bludg and Sonic 200 ft Single 1 int. Huge 25 lb
6-inch cannon 2000 GP 8d6 — Sonic/Blud 1000 ft Single 1 int. Garg 600 lb
Ferro Sniper Rifle (.50 BMG) 1000 GP 4d6 20/x2 Pier and Blud 200 ft R 10 box Huge 35 lb
Heavy Bolter (25.4mm) 1400 GP 4d6 20/x2 Pier and Sonic 100 ft R, A Linked Huge 60 lb
Heavy Flamer 1000 GP 8d6 — Fire 30/50 ft R 20-tank Huge 105 lb
Las cannon 2000 10d6 — Untyped 200 ft Single 40 batt Huge 100 lb
M-60 (7.62mm) 2000 GP 2d10 20/x2 Pier and Blud 100 ft A Linked Huge 22 lb
Ravager (.50 BMG) 1200 GP 2d12 20/x2 Pier and Blud 130 ft A Linked Huge 50 lb
Ripper-A (.30-06) 1000 GP 2d10 20/x2 Pier and Blud 100 ft A Linked Huge 33 lb

Table: Grohlheim Weapons
Weapon Cost Damage Critical Damage Type Range Rate of Fire Magazine Size Weight
Melee Weapons
Jotunslayer (12-ga) 250 GP 3d6 20/x2 Blud — R 5 cyl Large 9 lb
Revolver Stake (12-ga) 300 GP 2d8 19-20/x2 Piercing — R 5 cyl Large 10 lb
Pistol Weapons
Mosey (9mm) 200 GP 2d6 20/x2 Pier and Blud 40 ft R 13 or 33 box Small 2 lb
Rapidfire Weapons
Mister (12-ga) 200 GP 3d6 20/x2 Pier and Bludgeoning 50 ft R 5 cyl Large 8 lb
Gungir (.50 BMG) 250 GP 4d6 20/x2 Pier and Bludgeoning 120 ft R 5 int Large 9 lb
SIR (9mm) 200 GP 2d6 20/x2 Pier and Bludgeoning 80 ft R 33 or 13 box Large 8 lb

Illithid Pistol Weapons
Needler — 2d4 19-20/x2 Piercing 50 ft R 100 int Small 5 lb
Plasma Pistol — 4d6 20/x2 Fire/Elec 50 ft R 10 batt Small 5 lb
Illithid Rapidfire Weapons
Impaler — 2d10 19-20/x2 Piercing 30 ft Single 10 int Large 10 lb
Laser rifle — 3d6/6d6 20/x2 Fire 70 ft Single, R 10 batt Med 7 lb
Lightning gun — 3d6/6d6 20/x2 Elec 80 ft Single, R 10 batt Med 7 lb
Plasma Thrower 4d6 — Fire/Elec 15/30 ft R 10 batt Large 15 lb
Spike rifle — 4d4 19-20/x2 Piercing 100 ft R 50 int Med 10 lb
Illithid Assault Weapons
Shredder — 3d6 19-20/x2 Slashing 70 ft A 50 int Large 10 lb
Illithid Heavy Weapons
Bone Thrower — 12d4 — Slashing 100 ft/30 ft Single 10 int Huge 300 lb
Plasma mortar — 8d6 — Fire/Elec 800 ft Single 10 batt Huge 500 lb

Bolt Pistol: A gyrojet pistol, which fires 19mm explosive miniature rockets into its foes.
Bolter: A gyrojet gun, which fires 19mm explosive miniature rockets into its foes. Can accept a bayonet.
Bone Thrower: A large field weapon used by the Illithid against infantry and light vehicles. A bone thrower uses ammo blocks to fill a 100’ line or a 30 foot cone with razor sharp shrapnel.
Broken Butterfly: Originally an ornate and heavily engraved weapon purchased from a Mercane, the only name it would give was what was on the gun “Broken Butterfly”. Since it sounded good, the name stuck. When empty, the gun can be used as a club.
Broomhandle: Big, heavy and dangerous looking. The nickname came easily given the distinctive handle, but some call it “The Box Cannon”. An attachable stock is included that also serves as a holster. When attached to the handle it grants a +2 to hit on rapidfire (Double-Tap, Burst, etc), but requires two hands to use.
Cannon, 6-inch: A massive artillery gun that fires shells 6 inches wide to devastating effect. The cannon has a 50’ blast radius with a DC 20 Reflex save for half. Those who fail the save are knocked Prone and Stunned for 1 round. It has a minimum range of 200 ft.
Carbine, ASURA: A short firearm used by soldiers in the original Jaanah civilization, before they became the Duranta. Excellent workmanship and design gives the user a +4 bonus to hit when fire semi-auto, or +2 if fired with Double-Tap or Burst Fire feats.
Chopper: The sole submachinegun the armed forces have. Considered awkward to heft around, but it can cut down masses of troops in a hand-help form, so people usually suck it up.
Ferro: The Ferro is a dedicated sniper’s rifle, built around the massive .50 BMG round which is nearly 5 1/2 inches long. The muzzle velocity is three times that of the .30-06 cartridge which means a much greater range and a deadlier punch on impact. When attacking an object the Ferro ignores 5 points of hardness, making it an excellent anti-materiel weapon.
Flamer: You spew sticky jellied Promethium that’s on fire in a 15’ cone or a 30’ line. It works as well as it sounds. Target makes Reflex save for half (DC = 10 + BAB + Dex mod) or target is On Fire (1d8 Fire per round). Each extra attack merely adds +2d6 damage to the one attack. A Flamer ignores cover. In a pinch a fuel canister can be used as a firebomb and deals 5d6 fire damage in a 20’ radius, Reflex save for half (DC = 10 + BAB + Dex mod).
Flamer, Heavy: A much larger flamer. Shoots a 50’ line or a 30’ cone. Target makes Reflex save for half (DC = 10 + BAB + Dex mod) or target is On Fire (2d6 Fire per round). Each extra attack merely adds +2d6 damage to the one attack. A Heavy Flamer ignores cover. In a pinch a fuel tank can be used as a firebomb and deals 10d6 fire damage in a 30’ radius, Reflex save for half (DC = 10 + BAB + Dex mod).
Garland Battle Rifle: Solid, dependable rifle that is commonly used in the Coalition. Uses a clip. Can accept a bayonet. Makes a loud ‘ping’ when the clip is emptied (DC 5 Listen).
Grenade Launcher, M1: 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 Grenade Launcher can’t shoot hand grenades.
Attacking with an grenade launcher is identical to throwing an explosive: you make a ranged attack against a specific 5-foot square (instead of targeting a person or creature). The differences between using the grenade launcher 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 grenade launcher requires a weapon proficiency to operate without penalty.
The Exotic Firearms Proficiency (grenade launchers) feat applies to this weapon.
Grenade Launcher, M2: A more advanced Rapidfire grenade launcher that is now coming into use. It works as the M1 for the rules above.
Gungir: A heavy rifle made by the Grohlheim army that was designed around killing frost giants. To aid production and to lower weight from the Ferro design it instead carries just five bullets in the internal magazine. A solid rifle with a hell of a punch. Reloading is a full-round action.
Heavy Bolter: A gyrojet heavy machinegun, which fires 25.4mm explosive miniature rockets into its foes.
Hellgun: The Hellgun is an enhanced version of the standard lasgun. The Hellgun is fed by a substantial backpack-mounted power source, meaning that a greater amount of energy can be unleashed with each shot in comparison to the magazine-charged Lasgun. This gives the Hellgun improved armour piercing capabilities; however, they require a greater degree of maintainance than the lasgun.

Hell weapons benefit from a continual beam that is easy to trace and constantly wears away at the protection of the target. Each time you fire a [Hell] weapon in the same round against the same target, you gain a cumulative +1 to hit and damage, and the threat range is widened by 1. At the beginning of your next turn, the effects reset unless you keep on targeting the same person, in which case they just keep building up. All benefits are lost the moment you attack something else or spend a round not attacking that target.

A Hellgun does full damage to objects, before hardness. A Hellgun can also use Hotshot or standard lasgun power cells, but the Mk-3 is typically used for convenience.
Hellpistol: The same as a Hellgun, only it’s a pistol. A hellpistol can also use Hotshot or standard lasgun power cells, but the Mk-3 is typically used for convenience.
Impaler: An armour-piercing weapon deployed by the Illithid to hamper powerful targets. When you fire the Impaler rifle at a creature (as a ranged touch attack with a range of 30 feet), it launches a high-velocity spike that ignores armour and Entangles its target on a hit. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Fortitude save or be stuck in place. If this check is failed, the target can pull itself off taking 1d8 damage or break the spike (4 Hardness, 10 HP) to be able to move.

And Impaler uses ammo bricks.
Jotunslayer: The Jotunslayer is a massive warhammer with a special head with a built-in shotgun that fires modified 12-gauge rounds. On a successful melee attack the weapon fires, dealing the damage listed, and will continue to do so as long as it has ammunition. If without ammunition it deals only 1d10 damage. Reloading is a full-round action.
Killer7: Solid, reliable and sexy pistol brought to the army by a now dead Portal victim. Spells determined its Name was “Killer7”, so the title was applied for all further copies. This weapon grants a +2 circumstance bonus for Sleight of Hand checks due to the slim and efficient design.

Possesses a threaded barrel, allowing the newly developed silencer attachment to be screwed on. This is expecially handy, as this gun and ammunition were particularly suited to stealth missions. Optionally, a conversion kit is available that switches the gun to .22 LR ammunition in 5 minutes. This reduces damage to 2d4, but adds +2 to Listen DCs.
Las Cannon: A massive version of the lasgun, usually mounted on vehicles or ships. It fires one shot a round. A las cannon fires a powerful shot that uses 1 charge or spend 5 charges to fire a steady line, which requires no attack roll but gives a Fortitude save for half (DC = 10 + BAB + Dex mod).

A Large creature can wield a las cannon without using a mount. It takes a full-round action to set up the gun at a new firing position.
Laser Rifle: A laser firing rifle made by the illithid, being a creepy mixture of technology and living tissue. A laser rifle fires a ranged touch attack (Rapidfire) that uses 1 charge or spend 5 charges to fire a line (Single), which requires no attack roll but gives a Reflex save for half (DC = 10 + BAB + Dex mod).
Lasgun: The lasgun uses the same basic technology and operates along the same lines as other las weapons, emitting a beam of focused light. The high amount of energy of the beam causes the immediate surface area of a target to be vaporized in a small explosion. Can accept a bayonet.

Note: Las weapons of all sorts have a 50% chance of hitting incorporeal enemies, like with energy attacks and magic weapons.
Lasgun, ASURA: A lasgun used by soldiers in the original Jaanah civilization, before they became the Duranta. This means it’s much better than the guns recently put back onto the field. Does better damage and also gives a +2 bonus to hit, but is otherwise identical stat-wise. ASURA lasguns also come with a built-in glowtube and stun modules, unlike newer ones.
Las Pistol: A las pistol is a hand-held version of the standard lasgun.
Lightning Gun: A Grell weapon adapted by the Illithid made of delicate looking silver metal, with twin prongs at the end. A lighting gun fires a ranged touch attack (Rapidfire) that uses 1 charge or spend 5 charges to fire a line (Single), which requires no attack roll but gives a Reflex save for half (DC = 10 + BAB + Dex mod).
Manticore: A repeating crossbow upgraded with with psi-tech assistance to boost damage and increase the rate of fire. The manticore (whether heavy or light) holds 10 crossbow bolts. As long as it holds bolts, you can reload it by pulling the reloading lever (a free action). Loading a new case of 10 bolts is a full-round action that provokes attacks of opportunity.

You can fire a manticore with one hand or fire a repeating crossbow in each hand in the same manner as you would a normal crossbow of the same size. However, you must fire the weapon with two hands in order to use the reloading lever, and you must use two hands to load a new case of bolts.

A Mk-1 cell runs the systems and is held in the handle, which will stand up to a day of firefights. If the cell is dead the Manticore functions as a repeating crossbow of its type (Rapidfire only). A Manticore counts as a repeating crossbow (heavy or light) in regards to feats and class abilities. Fires repeating crossbow ammo at normal cost. Can accept a bayonet.
Merlin Rifle: A lever-action rifle chambered in the same calibre as the Broken Butterfly. It’s low cost, heavy damage and swappable ammunition make it popular for soldiers who don’t like the Garland.
Mister: The Mister is the standard shotgun of the Grohlheim forces and uses a distinctive revolver mechanism for the magazine.
Mortar, 55mm: Launches 55mm shell that has a 20’ blast radius and a Reflex save of 15. Mortars can hit things they can’t actually see like some siege engines. It has a minimum range of 100 ft.
Mosey: The Mosey is a 9mm handgun developed by Taliaferro after her portal accident as a replacement for the Killer 7. Magazines from the Mosey can be used by the SIR, and vice versa.
Mosshammer Shotgun: A pump-action shotgun brought here by a now dead Portal traveller who arrived by accident. The portal was one-way, so the soldier signed up with the Duranta and the Gith Coalition.

Each shot needs to be loaded, taking a swift action. If you have Rapid Reload this is a free action, letting you make multiple attacks per round.
-Dragonbreath: 15’ line, 3d6 fire damage, Ref half (DC = 10 + BAB + Dex mod)
-Rock Salt: 15’ cone, 2d6 nonlethal damage, Ref half (DC = 10 + BAB + Dex mod)
-Scattershot: 15’ cone, 4d6 damage, Ref half (DC = 10 + BAB + Dex mod)
-Solid Shot: 30’ range, 3d6 damage
M-16: A gun brought to the Lyra system by Lt Gyre and his men. Look up wikipedia for info. Very futuristic looking, draws attention.
M-21: A gun brought to the Lyra system by Lt Gyre and his men. Look up wikipedia for info. Looks close to existing weapons.
M-60: A gun brought to the Lyra system by Lt Gyre and his men. Look up wikipedia for info. Very futuristic looking, draws attention.
MG-22 ‘Buffalo’ Assault Rifle: A 5.56mm firing assault rifle designed by the Coalition and other factions as an alternate weapon to the powerful but heavy Garland battle rifle. Its advanced design is based loosely on the NS-55, allowing it and an use glowtubes. Additionally, the change in ammunition meant that soldiers could carry considerably more ammunition into battle at a much lower cost and with exceptional performance on automatic fire. Looks like the PP-19 Bizon.
MP-22 ‘Pixie’: A newly discovered weapon that is now used by the Coalition as a counter for the Illithid Needler. The Pixie is a short weapon with a folding stock, not much larger than a pistol but it has three rails for accessories (scope on top, and two rails on either side). It’s small size and rapidfire capability make it popular among troops in vehicles and tight spaces. Although often chambered in .22LR it can be swapped to .45 ACP with a field kit (100 GP) for added firepower (2d6) and versatility. When the stock is used it grants a 2 to hit with Double-Tap, Burst, etc, but requires two hands to use. Looks like the Uzi.
Needler: The standard firearm of the Illithid Fleet’s goblinoid armies is an engineered organism that eats blocks or pieces of bone as ammunition. Its design works as a rifle for goblins and a SMG/machine pistol for hobgoblin commandos, making it highly versatile. It lacks in power, but makes up for ease of ammunition supply and full-auto firing as it gains a +2 bonus to hit on Double Tap, Burst Fire, and the like.
NS-55 Pulse Rifle: A high-tech weapon based on one originally used by Amos Reisman and created by Master Artificer Ambrose. A big, chunky weapon with a rail system for scopes and a black and white ammo counter with built-in compass (
2 to navigation Survival checks) , which can be read easily in bright light and is stealthy in darkness. The optional underslung weapons allows for added combat versatility and the sturdy resin stock makes for a deadly rot-proof club, combining together to form a versatile and deadly weapon for those with access to it.

The weapon has four variants:
- A: Basic stripped-down gun.
- B: Has modified M1 40mm grenade launcher underneath. Same stats as normal. +200 GP
- C: Has a modified underslung Mosshammer shotgun, but with only 4 rounds. +200 GP
- D: Fires 10mm caseless via electronic firing system powered by Mk-1 Cell in stock. Eliminates tell-tale firefight brass. +400 GP
Opera Glove: Massive metal gauntlets powered by Duranta engineering and psionic power with a parallel-mounted gun. Controlled by complex mechanisms inside, behaving like normal fingers, with a simple firing mechanism and safety for the gun. It mimics hand movements with its large three fingers and thumb and contains a simple firing mechanism. Using a Opera Glove gives the user a -4 penalty to Dex based skills.

These devices use a Mk-1 cell to operate, able to run for a day on one. The gun portion uses Killer7 magazines and loading the gun is a full-round action that provokes attacks of opportunity. Optionally, a las or hellpistol can be used instead.
Plasma Pistol: A weapon that makes plasma from the air, frying all it hits. It uses ranged touch attacks, but it has a flaw: firing more than one shot per round deals 2d6 to the wielder, unless they dial it down to lower power (2d6).
Plasma Mortar: A mortar that fires big blobs of plasma at long range. It has a minimum range of 200 ft and a blast radius of 40’. Those in range can roll DC 20 Reflex saves for half damage.
Plasma Thrower: Works as the Flamer, only it shoots plasma and uses batteries.
Pyrran Doorknocker: Double-barreled shotgun manufactured by the Duranta weaponsmiths for several centuries. It’s simple, rugged and can even be built in primative worlds, though usually simplified into a single-barrel.

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.
-Dragonbreath: 15’ line, 3d6 fire damage, Ref half (DC = 10 + BAB + Dex mod)
-Rock Salt: 15’ cone, 2d6 nonlethal damage, Ref half (DC = 10 + BAB + Dex mod)
-Scattershot: 15’ cone, 4d6 damage, Ref half (DC = 10 + BAB + Dex mod)
-Solid Shot: 30’ range, 3d6 damage
Rancor: The Rancor is a new fully automatic shotgun developed by a crazed Alliance weaponsmith. The Rancor is rapidly becoming a favourite of troopers due to the rate of fire, magazine size, and firepower. Additionally, the revolver-style magazine can be removed and used as a landmine. An impact fuse costs 1GP, while a timer is 5 GP and a remote detonator is 25 GP. If triggered, the mine deals the full damage in a 10’ square, with a Reflex save for half (DC = Attack Roll).
Ravager: A heavy machinegun that fires .50 BMG rounds and is the big brother of the Ripper. The Ravager is an air-cooled weapon and is possibly the pinnacle of heavy machinegun technology. If shot an an object the Ravager ignores 5 points of hardness. The Ripper doubles the amount of attacks the wielder has.

A Large creature can wield a Ravager without using a tripod or bipod. It requires a move action to set up the gun at a new firing position.
Revolver Stake: The Revolver Stake is a twisted weapon that looks like a cross between a massive revolver and a machinist’s punch. The wielder simply stabs it into a target and the internal modified shotgun detonates, shoving the stake forward with great force. If the wielder has multiple attacks they can just pull the trigger as desired. If empty of ammunition the weapon instead deals 1d8 piercing damage. If you use a ready action to set a revolver stake against a charge, you deal double damage on a successful hit against a charging character. Reloading is a full-round action.
Ripper: A heavy machinegun that fires .30-06 rounds and is a pain in the ass to move around. The Ripper doubles the amount of attacks the wielder has. There are two versions of the Ripper: the W model has bulky and heavy water cooling for the barrel (add 70 lb) while the A model is much lighter and is air cooled, but wears out faster. This generally won’t matter, but if it comes up: Barrels cost 100 GP and weigh 2 lb.

A Large creature can wield a Ripper without using a tripod (Model-W) or bipod (Model-A). For the Model-W it requires a full minute action to set up the gun at a new firing position, or a move action for the Model-A.
Scorpion: A hand crossbow upgraded with with psionic/assistance to boost damage and increase the rate of fire. Loading a scorpion is a swift action that provokes attacks of opportunity. You can shoot, but not load, a hand crossbow with one hand at no penalty. You can shoot a hand crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons.

A Mk-1 cell runs the systems and is held in the handle, which will stand up to a day of firefights. If the cell is dead the crossbow functions as a hand crossbow.

A Scorpion counts as a hand crossbow in regards to feats (such as weapon focus) and class abilities. A Scorpion fires hand crossbow bolts. Can accept a bayonet.
Shredder: A two-handed assault weapon meant for hobgoblins and bugbears. This offshoot of the Spike Rifle fires bursts of flak, like a full-auto shotgun.
SIR: SIR, or Standard Infantry Rifle is a carbine matched to the Mosey pistol. It takes 33 round magazines as standard, but also accepts magazines from the Mosey.
Snuffer: Light-weight and stealthy, but lacks the punch of the Springer or Garland rifles. That said, its high ammunition capacity, lightness, and quiet shots it remains a favourite for some snipers. This weapon adds +2 to Listen DCs to hear it, thanks to the small-sized rounds.

Table: Ammunition
Ammunition Type (Quantity) Cost Weight
Box of Manitcore bolts (30) 1 GP 1 lb
Box of 19mm Bolter ammo (50) 10 GP 5 lb
Box of 25.4mm Bolter ammo (50) 15 GP 10 lb
Box of 10mm NS-55 ammo (30) 4 GP ½ lb
Box of .50 BMG ammo (20) 4 GP 2.5 lb
Box of rifle ammo (20) 2 GP 1 lb
Box of pistol ammo (50) 5 GP 1.5 lb
Box of shotgun ammo (10) 1 GP ½ lb
Brick of .22 LR (500) 5 GP 4 lb
Fuel Canister (1) 10 4 lb
Fuel Tank (1) 100 50 lb
Las Weapon Ammunition
1x Mk-1 Power Crystal 35 GP ½ lb
1x Mk-2 Cell (30) 50 GP 1 lb
1x Mk-2B Hotshot (1) 50 GP 1 lb
1x Mk-3 Pack (100) 200 GP 10 lb
1x Type-14 Battery (40) 500 GP 20 lb
Specialty Ammunition
Adamantine +60 GP —
Armour Piercing +15 GP —
Bodkin Point +5 GP —
Grapple Bolts Special —
Hardened +5 —
High Explosive +30 GP —
Incendiary +15 GP —
Rubber Round +5 GP —
Subsonic +5 GP —
Illithid Ammunition
Ammo Block — 40 lb
Ammo Brick — 4 lb
Illithid Power Cell — 1 lb

Adamantine: Adamantine rounds bypass the damage reduction of standard armour, which is awesome.
Armor Piercing: Armor-piercing ammunition reduces the effectiveness of armor. When fired at an opponent wearing any type of armor, the damage reduction is reduced by 2. It has no benefit against targets that are not wearing armor. Armour-piercing rounds can also ignore an equal amount of harness if fired at objects. This can’t be used with bolts, las, or energy weapons.
Bodkin Point: An armour-piercing head made for arrows and bolts that reduces the damage reduction by 2. A bodkin can also ignore an equal amount of hardness if fired at objects.
Grapple Bolts: Special bolts for grapple-firing weapons. These cost the same as normal bolts.
Hardened: This ammunition ignores 2 points of hardness.
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.

On a roll of one an attack roll, the gun is jammed and has to make a DC 18 Fort save or find the gun is damaged, dealing 2d6 slashing/piercing damage to the wielding. The gun is disabled until repaired, which will take 1 hour if tools and parts are available.
Incendiary: 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 (DC = 10 + BAB + Dex mod).
Rubber Rounds: Rubber rounds exist for all types of handguns and longarms. Rubber ammunition deals nonlethal damage.
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 – 1, 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.
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Mk-1 Power Cell: A blue rectangular prism roughly 3" long, 1" wide and 1/4" thick composed of deep crystal and several secret substances grown by the Duranta. The cell is a catalyst activated by energy from psionics, light, heat or electricity and can be used thousands of times before wearing out. If used in a las weapon it can be fired once, draining it completely.

Recharging the block takes 1 PP, 4 hours of bright sunlight, 10 minutes of electricity or left in fire for 1 hour and will hold the charge indefinitely. A crude version of old Duranta technology, these crystals can power many devices and even some weapons.
Mk-2 Power Cell: This is an upgraded version of the older Mk-1 design, which is distinguished from it by being a dark red. It has Light/Heat/Fire/Your Mum Resistance 10, and dealing any amount of Light/Heat/Fire/Your Mum damage to it (before Resistance) recharges one shot per point.
Mk-2B Hotshot Power Cell: A tweaked version of the Mk-2 that is a solid black colour. Attacks with a Hotshot cell are Touch attacks and deals 1 extra die of damage. They are charged as normal.
Mk-3 Pack: A shoebox-sized power cell that can run various devices. It can recharge the pack by means of a Power PAC device, or by inserting charged Mk-2 Cells. If inserted a Mk-2 takes a full-round action to transfer its charge to the Hellgun, and it can hold up to two Cells at a time.
Type-14 Battery: A shoebox-sized power cell that can run various devices. It can recharge the pack by means of a Power PAC device, or by inserting charged Mk-1 Cells (10 lasgun shots equal 1 las cannon shot). If inserted a Mk-1 takes a full-round action to transfer its charge to the Type-14, and it can hold up to two Cells at a time.
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Ammo Block: Ammunition for Bone Throwers and similar weapons. A block of bone and similar materials in a block 12 inches long, five inches wide and 4 inches thick. The block has scoring and pre-made break lines that allow it to be broken up into ten ammo bricks for smaller weapons.
Ammo Brick: A brick of bone and similar materials in a block about two inches tall and wide and roughly six long. Illithid weapons eat it from an orfice on the weapon, processing it as needed.
Battery: This battery is used in plasma pistols, laser rifles and lightning guns by the Illithid. The batteries can be recharged as though las weapon power cells.
Illithid Power Cell: Illithid equivalent to Duranta Power Cells.

Grenades:
Grenades don’t require proficiency, just like flasks.

Table: Grenades and Explosives
Weapon Damage Critical Damage Type Burst Radius Reflex DC Range Weight Cost
40mm Concussion (1) 2d6 — Sonic 15 ft — — 1/2 lb 10 GP
40mm Flash (1) — — — 20 ft 17 — 1/2 lb 5 GP
40mm Frag (1) 3d6 — Slashing 20 ft 15 — 1/2 lb 10 GP
40mm Incendiary (1) 4d6 — Fire 5 ft 15 — 1/2 lb 20 GP
40mm Smoke (1) — — — 20 ft — — 1/2 lb 10 GP
Thrown Grenades
Concussion (1) 2d6 — Sonic 15 ft — 10 ft 2 lb 10 GP
Flash — — — 20 ft — 10 ft 2 lb 5 GP
Fragmentation (1) 3d6 — Slashing 20 ft 15 10 ft 2 lb 10 GP
Incendiary (1) 4d6 — Fire 5 ft. 15 10 ft 2 lb 20 GP
Lightning 2d6 — Elec 15 ft 15 10 ft 2 lb —
Plasma 4d6 20/x2 Fire/Elec 5 ft Varies 10 ft 2 lb —
Smoke (1) — — — 20 ft — 10 ft 2 lb 10 GP
Explosives
55mm Shell (4) 5d6 — Blud and Sonic 20 ft 15 — 8 lb 100 GP
6-inch Shell (1) 8d6 Blud and Sonic Varies 20 — 50 lb 75 GP
Bomb (1) 10d6 — Fire and Sonic 15 ft Special 5 ft 10 lb 500 GP
Dynamite (12) 4d6 — Blud and Sonic 5 ft 15 10 ft 1 lb 100 GP

40mm Concussion Grenade: Anyone within the range of the blast must make a DC 17 Fortitude save of be Dazed for 1d4 rounds.
40mm Flash Grenade: Anything in range of blast makes a DC 17 Reflex save or be Blinded for 1d4 rounds. On a successful save the target is merely dazzled for 1d4 rounds.
40mm Fragmentation Grenade: 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.
40mm Incendiary Grenade: Any target that takes damage from a Incendiary Grenade is dealt an additional 1d6 points of fire damage in the following round and risks catching on fire.
In addition, an Incendiary grenade creates a cloud of smoke. Treat an incendiary grenade as a smoke grenade, except that it only fills squares within 5 feet of the explosion point.
40mm Smoke Grenade: After impact, this nondamaging explosive emits a cloud of smoke (as a fog cloudspell) in a 20-foot radius. A moderate wind (11+ mph) disperses the smoke in 4 rounds; a strong wind (21+ mph) disperses the smoke in 1 round.
Concussion Grenade: Anyone within the range of the blast must make a DC 17 Fortitude save or be Dazed for 1d4 rounds.
Flash Grenade: Anything in range of blast makes a DC 17 Reflex save or be Blinded for 1d4 rounds. On a successful save the target is merely dazzled for 1d4 rounds.
Fragmentation Grenade: Looks sort of like a pineapple.
Incendiary Grenade: Any target that takes damage from a Incendiary Grenade is dealt an additional 1d6 points of fire damage in the following round and risks catching on fire.
In addition, an Incendiary grenade creates a cloud of smoke. Treat an incendiary grenade as a smoke grenade, except that it only fills squares within 5 feet of the explosion point.
Lightning Grenade: An Illithid grenade that shoots lightning everywhere; it’s save DC goes up by 2 if targets are wearing metal armour.
Plasma Grenade: An Illithid plasma grenade can be thrown as a ranged touch attack at an enemy and if it hits it sticks. The end of the target’s next round it explodes dealing full damage, no save. Fortunately, the target can try and scrape and throw it off as a move action, with a DC 15 Reflex save. If it explodes in range the target can roll a DC 15 Reflex save for half damage.
Smoke Grenade: After impact, this nondamaging explosive emits a cloud of smoke (as a fog cloud spell) in a 20-foot radius. A moderate wind (11
mph) disperses the smoke in 4 rounds; a strong wind (21+ mph) disperses the smoke in 1 round.
Bomb: All in the blast radius make Reflex save for half (DC = 10 + BAB + Dex mod), those who fail the save are knocked Prone.
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 Profession (Siege Engineer) or (Mining) 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).

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.
Craft (Alchemy) DC 25

Guns and Stuff

The Psychic War GX9900