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Firearms

Modern firearms are considered “Advanced Firearms” in regards to any rules involving firearms. Firearms evolve with technology and at different tech levels will have adjustments to their stats. For example; older firearms of the same type might have an increased damage dice, but less critical threat and damage range.

Capacity: A firearm’s capacity is the number of shots it can hold at one time. When making a full-attack action, you may fire a firearm as many times in a round as you have attacks, up to this limit, unless you can reload the weapon as a swift or free action while making a full-attack action.

Loading a Firearm: You need at least one hand free to load one-handed and two-handed firearms. In the case of two-handed firearms, you hold the weapon in one hand and load it with the other—you only need to hold it in two hands to aim and shoot the firearm. The Rapid Reload feat reduces the time required to load one-handed and two-handed firearms. Loading any firearm provokes attacks of opportunity. Advanced firearms that are chamber (Cylinder or Internal) loaded use a move action to load a one-handed or a two-handed advanced firearm to its full capacity. Reloading a firearm with an already filled box magazine or speed loader is a swift action. These reloading actions are move actions: refilling a box magazine or speed-loader, reloading a revolver without a speed-loader, or reloading any internal magazine. Loading a belt of linked ammunition is an immediate action. Linking two belts together is a swift action.

Kick: Many modern firearms have a powerful kick after being shot. This can interfere with your aim. If a firearm has a damage bonus that is greater than your strength bonus, you subtract the difference from your attack roll. If a firearm has a tripod, you subtract reduce this penalty by [1] in the attack modifier. If a firearm is mounted, you subtract reduce this penalty by [2] in the attack modifier.

Misfires: All modern firearms misfire on a natural roll of 1 and that shot misses, even if you would have otherwise hit the target. When a firearm misfires, it gains the broken condition, suffering the normal penalties and its misfire value increases by 4.

Range and Penetration: Advanced firearms resolve their attacks against touch AC when the target is within the first five range increments, but this type of attack is not considered a touch attack for the purposes of feats such as Deadly Aim. At higher range increments, the attack resolves normally, including taking the normal cumulative –2 penalty for each full-range increment. Advanced firearms have a maximum range of 10 range increments.

Firearm Ammunition: Ammunition for firearms and other ranged weapons is covered below.

Table: Ammunition Type

Ammunition Types (Quantity)Cost
Machine Gun Ammo (50)40 gil
Pistol Ammo (50)10 gil
Rifle Ammo (50)30 gil
Shotgun Ammo (10)20 gil
Sniper Rifle Ammo (50)50 gil

Firearm Types

Handguns

A handgun is a firearm that can be used one-handed without penalty. Handguns can be broken down into two smaller groups: autoloaders, pistols and autotek pistols. Autoloaders (sometimes called “automatics”) feature removable box magazines, and some models hold quite a lot of ammunition. Pistols are relatively simple firearms that store several rounds (usually six) in a revolving cylinder. Autotek pistols are automatic weapons small enough to be fired with one hand.

Longarms

Longarms are personal firearms that require two hands to be fired without penalty. If fired with only one hand, there is a -4 to attack. This group includes machine rifles, sniping rifles, and assault rifles.

Machine Guns

Machine guns are belt-fed weapons that typically fire rifle cartridges or light cannon rounds. Lighter guns are frequently carried by dismounted troops and fired from a bipod or occasionally a tripod, while heavier machine guns are found on either a tripod or a vehicle mount. Most are only capable of autofire.

Shotguns

Shotguns are large-bore weapons that have the Scatter Weapon Quality. If a slug is used to attack then increase the critical hit modifier to x4. Slugs can only target one individual. If pellets are used, the shot gun fires in a cone (15′). All individuals within the cone are targets and each must be rolled separately, with a modifier of -2. In addition, targets are unable to use any concealment abilities. This will affect all targets within the cone, each with a -2 to hit.

Firearm Rate of Fire

Single Shot (1): This is a single shot per each attack granted by the PC’s Base Attack Bonus.

Semi-Automatic (S): As part of a full-attack action, you can fire one additional time this round at the cost of all your attack rolls taking a –2 penalty.

Burst Fire (B): 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.

Automatic Fire (A): 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.

Note: A critical hit or sneak attack damage is only applied to the first bullet-strike (for Burst Fire and Automatic Fire), regardless of how many rounds end up hitting the target.

Firearms

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

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

Critical: The threat range for a critical hit.

Damage Type: Ranged weapon damage is classified as Piercing (P).

Range: Modern firearm attacks are against the target’s touch AC for the first 5 range increments and have a full 10 range increments.

Rate of Fire: How many rounds the firearm fires per round.

Capacity: The weapon’s magazine capacity and type are given in this column.

  • Box: A box magazine is any type of magazine that can be removed and reloaded separately from the weapon.
  • Cylinder (cyl): A revolver keeps its ammunition in a cylinder.
  • Internal (int): Some weapons keep their ammunition in an internal space, which must be loaded by hand.
  • Belt Feed (belt): Machine guns use linked ammunition.

Size: A Small or smaller weapon is considered a light weapon. A Medium-size or smaller weapon can be used one-handed or two-handed. A Large weapon requires two hands. A Huge weapon requires two hands and a bipod or other mount.

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

Cost: This is the purchase cost to acquire the weapon.

Simple Firearms

The following firearms listed require the Exotic Weapon Proficiency (Simple Firearms) feat to use without penalty.

Table: Simple Firearms

WeaponDamageCriticalTypeRange IncrementRate of FireCapacitySizeWeightCost
Pistol2d4x4P20 ft.S6 cyl.Small2 lb.475 gil
Machina Pistol2d6+2x4P30 ft.S7 boxMedium3 lb.750 gil
Shotgun2d8+2x2P30 ft.16 int.Large7 lb.350 gil
Machina Shotgun2d10+319-20/x2P30 ft.15 int.Large11 lb.700 gil
Rifle2d8x4P150 ft.15 int.Large7 lb.575 gil
Machina Rifle2d10+1x4P300 ft.16 int.Large8 lb.900 gil

Pistol: The standard service pistol of the Shinra military.

Machina Pistol: The autotek pistol is a high-quality weapon used as a concealed backup weapon by police officers or for personal defense. The autotek pistol is typical of a number of short-barreled (3 inches) small-caliber pistols.

Shotgun: This is a pump-action shotgun designed for military and police work.

Machina Shotgun: This heavy shotgun fires the largest shotgun round available, the 10-gauge shell.

Rifle: This is a lever-action rifle typical of big-bore hunting rifles found around the world.

Machina Rifle: A bolt-action rifle with a reputation for accuracy, the machine rifle has been popular with hunters and target shooters since its introduction by the al bhed.

Advanced Firearms

The following firearms listed require the Exotic Weapon Proficiency (Advanced Firearms) feat to use without penalty.

Table: Advanced Firearms

WeaponDamageCriticalTypeRange IncrementRate of FireCapacitySizeWeightCost
Assault Rifle2d8+119-20/x4P70 ft.S, A30 boxLarge10 lb.575 gil
Sniper Rifle2d12+319-20/x4P600 ft.S11 boxHuge35 lb.8,000 gil
Autotek Pistol2d6+219-20/x4P30 ft.S, A20 boxMedium3 lb.825 gil
Machine Gun2d10+119-20/x4P300 ft.AbeltHuge22 lb.7,500 gil

Assault Rifle: This 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.

Sniper Rifle: This 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.

Autotek Pistol: Autotek pistol 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.

Machine Gun: This machine gun is used with the military and that of several other armies.

Artillery Firearms

The following firearms listed require the Exotic Weapon Proficiency (Artillery Firearms) feat to use without penalty.

Table: Artillery Firearms

WeaponDamageCriticalTypeRange IncrementRate of FireCapacitySizeWeightCost
Flamethrower3d6x4Fire110 int.Large50 lb.750 gil
Heavy Autotek1d12+319-20/x4P200 ft.AbeltHuge75 lb.8,500 gil
Rocket Launcher10d619-20/x4150 ft.11 int.Large5 lb.575 gil
Grenade LauncherVaries70 ft.11 int.Large7 lb.475 gil

Flamethrower: A flamethrower consists of a pressurized backpack containing fuel, connected to a tube with a nozzle. It shoots a 5-foot-wide, 30-foot-long line of flame that deals 3d6 points of fire damage to all individuals and objects in its path. No attack roll is necessary. Any individual caught in the line of flame can make a Reflex save (DC 15) to take half damage. Individuals 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 AC 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 individuals and objects in adjacent 5-foot squares (Reflex save, DC 15, for half damage).

Any individual or flammable object that takes damage from a flamethrower catches on fire; taking 1d6 points of fire damage each subsequent round until the flames are extinguished. A fire engulfing a single individual or object can be doused or smothered as a full-round action. Discharging a fire extinguisher is a move action and instantly smothers flames in a 10-foot-by-10-foot area. A flamethrower can shoot 10 times before the fuel supply is depleted.

Heavy Autotek: This heavy-duty .50-caliber machine gun has been in service recently and remains a very common vehicle-mounted military weapon around the world.

Rocket Launcher: This 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 rocket launcher hits its target, it explodes like a grenade or other explosive, dealing its 10d6 points of damage to all individuals within a 10-foot radius (Reflex save DC 18 for half damage). The rocket launcher ignores up to 10 points of hardness if it strikes a vehicle, building, or object. However, this only applies to the target struck, not to other objects within the burst radius. The rocket launcher has a minimum range of 30 feet. If fired against a target closer than 30 feet away, it does not arm and will not explode.

Grenade Launcher: This weapon is a single-shot grenade launcher. It fires 40mm grenades (see under 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 grenade launcher can’t shoot hand grenades. Attacking with a grenade launcher is identical to throwing an explosive: you make a ranged attack against a specific 5-foot square (instead of targeting a person or individual). The differences 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.

Explosives

These weapons explode or burst, dealing damage to individuals or objects within an area. Explosives can be thrown or set off in place, depending on the type of explosive device. Dynamite and hand grenades are examples of these weapons. All explosives must be detonated. Some, such as grenades, include built-in detonators. (Pulling the pin on a grenade is a free action.) Others require timers or other devices to set them off. Detonators are covered in Weapon Accessories. Explosives require no proficiency to use normally.

Damage: The damage dealt by the weapon.

Burst Radius/Splash Damage: All individuals or objects within the burst radius take damage from the explosive.

Damage Type: Damage from explosives and splash weapons is classified according to type.

Critical: The threat range for a critical hit.

Reflex DC: Any individual caught within the burst radius of an explosive may make a Reflex save against the DC given in this column for half damage.

Range Increment: If the weapon can be thrown, its range increment is shown in this column. Explosives with no range increment must be set in place before being detonated.

Size: A Small or smaller weapon is considered a light weapon. Medium-size or smaller weapon can be used one-handed or two-handed.

Weight: This column gives the weapon’s weight.

Cost: This is the purchase cost to acquire the weapon. This number reflects the base price and doesn’t include any modifier for purchasing the weapon on the black market.

Table: Grenades and Explosives

WeaponDamageCriticalDamage TypeBurst RadiusReflex DCRange IncrementSizeWeightCost
40mm Fragmentation Grenade6d619-20/x4S10 ft.15Tiny1 lb.650 gil
C4/Semtex4d619-20/x4B10 ft.18Small1 lb.300 gil
Det Cord2d620/x4FireSee text12Med2 lbs.100 gil
Dynamite2d619-20/x4B5 ft.1510 ft.Tiny1 lb.300 gil
Fragmentation Grenade6d619-20/x4S20 ft.1510 ft.Tiny1 lb.575 gil
Molotov Cocktail1d6/1d4 Splash20/x2Fire5 ft.1210 ft.Small1 lb.10 gil
Smoke GrenadeSee textSee text10 ft.Small2 lbs.50 gil
Tear Gas GrenadeSee textSee text10 ft.Small2 lbs.300 gil
Thermite Grenade8d619-20/x4Fire5 ft.1210 ft.Small2 lbs.850 gil
White Phosphorus Grenade8d619-20/x4Fire20 ft.1210 ft.Small2 lbs.625 gil

40mm Fragmentation Grenade: This small explosive device must be fired from a 40mm grenade launcher. It sprays shrapnel in all directions when it explodes. The cost given is for a box of 6 grenades.

C4/Semtex: So-called “plastic” explosives resemble slabs of wax and can take various shapes. The information on the table represents a 1-pound block. Additional blocks can be wired together, increasing the damage and burst radius; each additional block increases the damage by +2d6 and the burst radius by 2 feet and requires a Craft (explosives) check (DC 15) to link them. The cost given represents a package of 4 blocks. C4/Semtex requires a detonator to set off.

Det Cord: Det cord is an explosive in a rope-like form. Technically, det cord doesn’t explode—but it burns so fast (4,000 yards per second) that it might as well be exploding. Normally used to string multiple explosive charges together for simultaneous detonation (allowing a single detonator to set them all off) det cord can also be looped around a tree or post or other object to cut it neatly in half.

The information on the table represents a 50-foot length. A length of det cord can be spread out to pass through up to ten 5-foot squares. When this is the case, it deals the indicated damage to all individuals in each 5-foot square through which it passes.

It can also be doubled up; for each additional 5 feet of cord within a single 5-foot square, increase the damage by +1d6. Det cord requires a detonator to set it off.

Dynamite: Perhaps one of the most common and straightforward explosives, dynamite is very stable under normal conditions. A stick of dynamite requires a fuse or detonator to set it off. Additional sticks can be set off at the same time if they are within the burst radius of the first stick, increasing the damage and burst radius of the explosion. Each additional stick increases the damage by +1d6 (maximum 10d6) and the burst radius by 5 feet (maximum 20 feet).

It’s possible to wire together several sticks of dynamite for even greater explosive effect. Doing so requires a Craft (explosives) (DC 10 + 1 per stick). If the character succeeds on the check, the damage or the burst radius of the explosion increases by 50% (the character’s choice). Dynamite is sold in boxes of 12 sticks.

To set off dynamite using a fuse, the fuse must first be lit, requiring a move action (and a lighter or other source of flame). The amount of time until the dynamite explodes depends on the length of the fuse—a fuse can be cut short enough for the dynamite to detonate in the same round (allowing it to be used much like a grenade) or long enough to take several minutes to detonate. Cutting the fuse to the appropriate length requires a move action.

Fragmentation Grenade: The most common military grenade, this is a small explosive device that sprays shrapnel in all directions when it explodes. The cost given is for a box of 6 grenades.

Molotov Cocktail: A Molotov cocktail is a flask containing a flammable liquid, plugged with a rag. A Molotov cocktail is easily made by hand with a Craft (explosives) DC 10 or Intelligence check DC 15. To use it, the rag must first be lit, requiring a move action (and a lighter or other source of flame). The cocktail detonates in 2 rounds or on impact with a solid object, whichever comes first. A target that takes a direct hit is dealt an additional 1d6 points of fire damage in the following round and risks catching on fire.

Smoke Grenade: On the round when it is thrown, a smoke grenade fills the four squares around it with smoke. On the following round, it fills all squares within 10 feet and on the third round it fills all squares within 15 feet. The smoke obscures all sight, including the darkvision ability granted by night vision goggles. Any individual within the area has total concealment. It disperses after 10 rounds, though a moderate wind (11+ mph) disperses the smoke in 4 rounds and a strong wind (21+ mph) disperses it in 1 round. Smoke grenades are available in several colors, including white, red, yellow, green and purple. As such, they can be used as signal devices. The cost given is for a box of 6 grenades.

Tear Gas Grenade: On the round that it is thrown, a tear gas grenade fills a 5-foot radius with a cloud of irritant that causes eyes to fill with tears. On the following round, it fills a 10-foot radius and on the third round it fills a 15-foot radius. It disperses after 10 rounds, though a moderate wind (11+ mph) disperses the smoke in 4 rounds and a strong wind (21+ mph) disperses it in 1 round.

A character caught in a cloud of tear gas must make a Fortitude save (DC 15) or be nauseated. This effect lasts as long as the character is in the cloud and for 1d6 rounds after he or he leaves the cloud. A gas mask renders the target immune to the effects. A wet cloth held over the eyes, nose and mouth provides a +2 bonus on the Fortitude save. The cost given is for a box of 6 grenades.

Thermite Grenade: Thermite does not technically explode. Instead, it creates intense heat meant to burn or melt through an object upon which the grenade is set. Military forces use thermite grenades to quickly destroy key pieces of equipment. The cost given is for a box of 6 grenades.

White Phosphorus Grenade: White phosphorus grenades use an explosive charge to distribute burning phosphorus across the burst radius. Any target that takes damage from a White Phosphorus grenade is dealt an additional 2d6 points of fire damage in the following round and risks catching on fire. In addition, a WP grenade creates a cloud of smoke. Treat a white phosphorus grenade as a smoke grenade. The cost given is for a box of 6 grenades.

Thrown Explosives

Make a ranged attack against an unoccupied grid intersection (AC 5 plus range penalties.)

  • Hit: Individuals in all adjacent squares are dealt damage.
  • Miss: First, roll 1d8 to determine the miss direction of the throw.
  • 1 – Falls short (straight line towards the thrower).
  • 2 through 8 – Count around the target individual or grid intersection in a clockwise direction.

Then, count a number of squares in the indicated direction equal to the number of range increments thrown. The thrown object lands that number of spaces away from the target. Finally, the item deals damage to all individuals in the square it lands in and in all adjacent squares.

Planted Explosives

A planted explosive is set in place, with a timer or fuse determining when it goes off. No attack roll is necessary to plant an explosive; the explosive sits where it is placed until it is moved or goes off. When a planted explosive detonates, it deals its damage to all targets within the burst radius of the weapon. The targets may make Reflex saves (DC varies according to the explosive type) for half damage.

Grenades and Explosives

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

No feat is required to use these thrown weapons.