|Firearm Types||Simple Firearms||Weapon Accessories|
|Rate of Fire||Advanced Firearms|
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 to a swift action. Loading any firearm provokes attacks of opportunity.
Reloading a firearm with an already filled box magazine is a swift action, but if you also have the Rapid Reload feat for that firearm it is reduced to a free action instead.
These reloading actions are move actions: refilling a box magazine, reloading a revolver, or reloading any internal magazine. Loading a belt of linked ammunition is a move action. Linking two belts together is a swift action.
Range and Penetration: All firearms, except for shotguns when not firing slugs, resolve their attacks against touch AC when the target is within the first range increment, 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.
Misfires: All FFd20 firearms and gun arms misfire on a natural result of 1. If the natural result of your attack roll is a 1, that shot misses, even if you would have otherwise hit the target. When a firearm misfires, it gains the broken condition.
Broken Firearms: Firearms that misfire, or take half their HP in damage, gain the broken condition, meaning they are less effective at their designated task. The broken condition has the following effects on firearms: -2 Penalty on attack and damage rolls. Critical range reduced to natural 20s and multiplier reduced to x2. The misfire value increases by 4, making it misfire again on a roll of 1 through 5 unless the wielder has gun training in that particular type of firearm (see gunner). Further misfires do not incur any additional penalties.
Inappropriately-Sized Firearms: A firearm that is not suited to the size of its wielder is more difficult for that creature to use. A cumulative –2 penalty applies on attack rolls for each size category of difference between the size of its intended wielder and the size of its actual wielder. If the creature isn’t proficient with the firearm, a –4 non-proficiency penalty also applies. The measure of how much effort it takes to use a firearm (whether the firearm is designated as a small, medium, large, or huge firearm for a particular wielder) is altered by one step for each size category of difference between the wielder’s size and the size of the creature for which the firearm was designed. For example, a Small creature would treat a medium firearm built for a medium creature as a large firearm. If a firearm’s designation would be changed to something other than small, medium, large, or huge by this alteration, the creature can’t wield the firearm at all.
Firearm Ammunition: Ammunition for firearms and other ranged weapons is covered below.
Table: Ammunition Type
|Ammunition Types (Quantity)||Cost||Weight per bullet (lbs)||Weight per amount listed (lbs)|
|Machine Gun Ammo (50)||40 gil||0.11||5.5|
|Pistol Ammo (50)||10 gil||0.02||1|
|Rifle Ammo (50)||30 gil||0.06||3|
|Shotgun Ammo (10)||20 gil||0.08||0.8|
|Sniper Rifle Ammo (50)||50 gil||0.11||5.5|
Quantity / Stack: A stack of bullets is the number of bullets noted as the quantity in the above table. A belt of ammunition is a stack of bullets. For feats like Gunsmithing, use the number in brackets for crafted ammo stacks (50 rounds for most ammo types, 10 for shotgun ammo).
Rubber Bullets: (also called rubber baton rounds) are rubber or rubber-coated projectiles that can be fired from standard firearms. They are intended to be a non-lethal or more specifically a less lethal alternative to metal projectiles, dealing bludgeoning damage rather than piercing damage. A firearm user can use rubber bullets to deal nonlethal damage (at the normal –4 attack penalty for using a lethal weapon to deal nonlethal damage). Rubber bullets cost the same amount as normal bullets except –5 gil and weighs 1/4 less.
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 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 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 are large bore weapons with devastating stopping power at close range. Shotguns target Normal AC, instead of Touch AC. If a slug is used when firing, a shotgun’s critical palette is changed to 20/4x, and the attack is made against Touch AC within the weapon’s first range increment. Slugs can only target one individual. If a shotgun with pellets loaded is fired at a character within its first range increment, the attack receives a +2 to hit, and any character adjacent to, but not behind that character, receives the minimum damage of that attack, as if the attack were a Splash Weapon.
Firearm Rate of Fire
Single Shot (1): This is a single shot per each attack granted by the PC’s Base Attack Bonus.
Automatic Fire (A): This weapon can fire a burst of shots with a single pull of the trigger to attack all creatures in a line. This line starts from any corner of the wielder’s space and extends to the limit of the weapon’s range or until it strikes a barrier it cannot penetrate. When using an automatic weapon to attack all creatures in a line, the wielder makes a separate attack roll against each creature in the line. Each creature in the line can be attacked with only one shot from each burst. Each attack roll takes a -2 penalty, and its damage cannot be modified by precision damage or damage-increasing feats such as Vital Strike. Effects that grant concealment, such as fog or smoke, or the blur, mirror image, or vanish spells, do not affect an automatic weapon’s line attack. Roll to confirm each attack roll that threatens a critical hit separately. A single burst with an automatic weapon consumes 10 ammo. When taking a full-attack action with an automatic weapon, the wielder can fire as many bursts in a round as he has attacks, provided his gun can hold enough ammo to make all of the attacks, otherwise it only fires what the current box contains (30 box can only have 3 attacks). When using automatic fire, creatures count their perception checks to hear the sound as if they had rolled a 20, even with suppressed firearms. You may not reload during Automatic Fire.
Semi-Automatic (S): A semi-automatic weapon normally fires one shot as an attack. However, the user can take a full-attack action to fire an additional time this round at your highest bonus, as if using the Rapid Shot feat (including taking a -2 penalty on all attacks). If the wielder has the Rapid Shot feat, he ignores the -2 penalty on all attacks but does not gain any further attacks from the feat. Only a single firearm can benefit from semi-automatic fire per full-attack, like when two-weapon fighting with firearms you can only benefit from semi-automatic fire with one firearm.
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 range increment 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.
When you deal damage with a firearm in your off-hand, and have a class feature or ability that allows you add an ability modifier to damage, you add only 1/2 your ability bonus. For example, a level 4 Gunner with 2 pistols and with +6 DEX would deal 2d4+6 with his main hand and 2d4+3 with his off-hand firearms.
The following firearms listed require the Exotic Weapon Proficiency (Simple Firearms) feat to use without penalty.
Table: Simple Firearms
|Weapon||Ammo Type||Damage (S)||Damage (M)||Critical||Type||Range Increment||Rate of Fire||Capacity||Size||Weight||Cost|
|Trainee Pistol||Pistol||1d6||1d8||x2||P||20 ft.||1||3 int.||Small||4 lb.||200 gil|
|Pistol||Pistol||2d3||2d4||19-20/x2||P||20 ft.||S||6 cyl.||Small||2 lb.||475 gil|
|Machina Pistol||Pistol||2d4||2d6||19-20/x2||P||30 ft.||S||7 box||Medium||3 lb.||750 gil|
|Trainee Shotgun||Shotgun||1d6||1d8||x2||P||10 ft.||1||2 int.||Large||8 lbs.||150 gil|
|Shotgun||Shotgun||2d6||2d8||x2||P||15 ft.||1||6 int.||Large||7 lb.||350 gil|
|Machina Shotgun||Shotgun||3d4||3d6||19-20/x2||P||20 ft.||1||5 int.||Large||11 lb.||700 gil|
|Trainee Rifle||Rifle||1d8||1d10||x2||P||50 ft.||1||1 int.||Large||12 lb.||300 gil|
|Rifle||Rifle||2d6||2d8||x3||P||80 ft.||1||5 int.||Large||7 lb.||800 gil|
|Machina Rifle||Rifle||2d8||2d10||x3||P||120 ft.||1||6 int.||Large||8 lb.||2,000 gil|
Trainee Pistol: A shoddy 3-shot pistol used mostly for training. Often seen as an old flintlock pistol.
Pistol: The standard service pistol of the Shinra military.
Machina Pistol: The machina pistol is a high-quality weapon used as a concealed backup weapon by police officers or for personal defense. The machina pistol is typical of a number of short-barreled (3 inches) small-caliber pistols.
Trainee Shotgun: A shoddy double-barrel shotgun used mostly for training. To wield this firearm properly, you need at least a 11 Strength to fire whilst standing. For every 2 Strength missing from the requirement, you suffer a -1 to attack.
Shotgun: This is a pump-action shotgun designed for military and police work. To wield this firearm properly, you need at least a 13 Strength to fire whilst standing. For every 2 Strength missing from the requirement, you suffer a -1 to attack.
Machina Shotgun: This heavy shotgun fires the largest shotgun round available, the 10-gauge shell. To wield this firearm properly, you need at least a 15 Strength to fire whilst standing. For every 2 Strength missing from the requirement, you suffer a -1 to attack.
Trainee Rifle: A shoddy bolt-action rifle used mostly for training. To wield this firearm properly, you need at least a 11 Strength to fire whilst standing, otherwise you must be prone and using a Bipod. If using the Bipod, you only need a 7 Strength to fire without penalty. For every 2 Strength missing from the requirement, you suffer a -1 to attack.
Rifle: This is a lever-action rifle typical of big-bore hunting rifles found around the world. To wield this firearm properly, you need at least a 11 Strength to fire whilst standing, otherwise you must be prone and using a Bipod. If using the Bipod, you only need a 7 Strength to fire without penalty. For every 2 Strength missing from the requirement, you suffer a -1 to attack.
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. To wield this firearm properly, you need at least a 13 Strength to fire whilst standing, otherwise you must be prone and using a Bipod. If using the Bipod, you only need a 9 Strength to fire without penalty. For every 2 Strength missing from the requirement, you suffer a -1 to attack.
The following firearms listed require the Exotic Weapon Proficiency (Advanced Firearms) feat to use without penalty.
Table: Advanced Firearms
|Weapon||Ammo Type||Damage (S)||Damage (M)||Critical||Type||Range Increment||Rate of Fire||Capacity||Size||Weight||Cost|
|Assault Rifle||Rifle||2d6||2d8||19-20/x3||P||60 ft.||S, A||30 box||Large||10 lb.||3,000 gil|
|Sniper Rifle||Sniper Rifle||2d8||2d10||20/x4||P||300 ft.||S||6 box||Huge||35 lb.||8,000 gil|
|Autotek Pistol||Pistol||2d4||2d6||19-20/x2||P||30 ft.||S, A||20 box||Medium||3 lb.||825 gil|
|Machine Gun||Machine Gun||2d6||2d8||19-20/x2||P||300 ft.||A||belt||Huge||22 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. To wield this firearm properly, you need at least a 11 Strength to fire whilst standing, otherwise you must be prone and using a Bipod. If using the Bipod, you only need a 7 Strength to fire without penalty. For every 2 Strength missing from the requirement, you suffer a -1 to attack.
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. To wield this firearm properly, you need at least a 15 Strength to fire whilst standing, otherwise you must be prone and using a Bipod. If using the Bipod, you only need a 11 Strength to fire without penalty. For every 2 Strength missing from the requirement, you suffer a -1 to attack. This firearm cannot be used with Two-Weapon Fighting, regardless of size/handling.
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.
Machine Gun: This machine gun is used with the military and that of several other armies.
The following firearms listed require the Exotic Weapon Proficiency (Artillery Firearms) feat to use without penalty.
Table: Artillery Firearms
|Weapon||Ammo Type||Damage (S)||Damage (M)||Critical||Type||Range Increment||Rate of Fire||Capacity||Size||Weight||Cost|
|Flamethrower||See text/below||—||3d6||—||Fire||—||1||10 int.||Large||50 lb.||750 gil|
|└- Fuel Tank||—||—||—||—||—||—||—||—||Large||40 lb.||50 gil|
|Heavy Autotek||Sniper Rifle||2d10||2d12||19-20/x2||P||200 ft.||A||belt||Huge||75 lb.||8,500 gil|
|Rocket Launcher||Single use, see text||—||10d6||19-20/x3||—||150 ft.||1||1 int.||Large||5 lb.||1,150 gil|
|Grenade Launcher||See text||—||Varies||—||—||70 ft.||1||1 int.||Large||7 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.
The device’s tanks and backpacks are awkward, and the wielder takes a –4 armor check penalty when wearing the cumbersome device. In addition, the tanks have hardness 10 and 5 hit points, and if the tank is ruptured in the presence of any adjacent flame (including the device’s own gas igniter), a mighty conflagration erupts, the wielder takes 6d6 points of fire damage, and all creatures within a 20-foot radius take 3d6 points of fire damage (Reflex DC 20 for half). Any creatures who take damage must succeed at a DC 20 Reflex save or catch on fire.
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.
Flamethrower Fuel Tank: This pair of tanks—one filled with oil, and the other a propellant— provides enough flammable material to use a flamethrower ten times. This fuel tank does not benefit from any effect that would grant it ammunition like the summon ammunition spell or similar effects.
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. To wield this firearm properly, you need at least a 18 Strength to fire whilst standing, otherwise you must have it stationary on a Tripod that can only fire in a 45-degree cone. If using the Tripod, you only need a 14 Strength to fire without penalty. For every 2 Strength missing from the requirement, you suffer a -1 to attack. This firearm cannot be used with Two-Weapon Fighting, regardless of size/handling.
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. This weapon does not benefit from any effect that would grant it ammunition like the summon ammunition spell or similar effects.
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. This weapon does not benefit from any effect that would grant it ammunition like the summon ammunition spell or similar effects.
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.
Craft DC: The Craft (Explosives) DC needed to craft an explosive.
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
|Weapon||Damage||Critical||Damage Type||Burst Radius||Reflex DC||Range Increment||Size||Craft DC||Weight||Cost|
|40mm Fragmentation Grenade||6d6||20/x2||S||10 ft.||15||—||Tiny||25||1 lb.||650 gil|
|C4/Semtex||4d6||20/x2||B||10 ft.||18||—||Small||20||1 lb.||300 gil|
|Det Cord||2d6||20/x2||Fire||See text||12||—||Med||15||2 lbs.||100 gil|
|Dynamite||2d6||20/x2||B||5 ft.||15||10 ft.||Tiny||15||1 lb.||300 gil|
|Fragmentation Grenade||6d6||20/x2||S||20 ft.||15||10 ft.||Tiny||25||1 lb.||575 gil|
|Molotov Cocktail||1d6/1d4 Splash||20/x2||Fire||5 ft.||12||10 ft.||Small||10||1 lb.||10 gil|
|Smoke Grenade||See text||—||—||See text||—||10 ft.||Small||15||2 lbs.||50 gil|
|Tear Gas Grenade||See text||—||—||See text||—||10 ft.||Small||15||2 lbs.||300 gil|
|Thermite Grenade||8d6||20/x2||Fire||5 ft.||12||10 ft.||Small||30||2 lbs.||850 gil|
|White Phosphorus Grenade||8d6||20/x2||Fire||20 ft.||12||10 ft.||Small||30||2 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 (Reflex save DC 12).
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 she 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.
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.
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.
As if modern weapons weren’t dangerous enough, a number of accessories can increase their utility or efficiency.
Table: Gear (Weapon Accessories)
|Bipod||Small||1 lb.||50 gil|
|Bow Attached Sight||Tiny||1 lb.||50 gil|
|Box Magazine||Tiny||0.5 lb.||5 gil|
|Detonator, Blasting Cap||Tiny||0.5 lb.||20 gil|
|Detonator, Radio||Tiny||0.5 lb.||40 gil|
|Detonator, Timed||Tiny||0.5 lb.||30 gil|
|Detonator, Wired||Tiny||1 lb.||20 gil|
|Holster, Hip||Tiny||1 lb.||35 gil|
|Holster, Concealed||Tiny||0.5 lb.||40 gil|
|Illuminator||Tiny||0.5 lb.||85 gil|
|Laser Sight||Tiny||0.5 lb.||25 gil|
|Sawed-Off Barrel||—||-1 lb.||200 gil|
|Scope, Standard||Tiny||0.5 lb.||70 gil|
|Scope, Electro-Optical||Small||3 lbs.||110 gil|
|Suppressor, Pistol||Tiny||1 lb.||250 gil|
|Suppressor, Rifle||Small||4 lbs.||400 gil|
Bipod: A bipod is an attachment, usually to a weapon, that helps support and steady it. The bipod provides significant stability along two axes of motion (side-to-side, and up-and-down).
Bow Attached Sight: This sight can be attached to any bow (not including crossbows) and comes with several range indicators and adjustable parts to assist in aiming. While attached, this sight grants a +1 equipment bonus on all attack rolls made against targets no farther than 30 feet away. This bonus is not granted if a target has concealment.
Box Magazine: For weapons that use box magazines, a character can purchase extras.
Detonator: A detonator activates an explosive, causing it to explode. The device consists of an electrically activated blasting cap and some sort of device that delivers the electrical charge to set off the blasting cap. Connecting a detonator to an explosive requires a Craft (explosives) check (DC 15). Failure means that the explosive fails to go off as planned. Failure by 10 or more means the explosive goes off as the detonator is being installed.
- Blasting Cap: This is a detonator without a built-in controller. It can be wired into any electrical device, such as a light switch or a car’s ignition switch, with a Craft: Explosives check (DC 10). When the electrical device is activated, the detonator goes off.
- Radio Control: This device consists of two parts: the detonator itself and the activation device. The activation device is an electronic item about the size of a deck of cards, with an antenna, a safety and an activation switch. When the switch is toggled, the activation device sends a signal to the detonator by radio, setting it off. It has a range of 500 feet.
- Timed: This is an electronic timer connected to the detonator. Like an alarm clock, it can be set to go off at a particular time.
- Wired: This is the simplest form of detonator. The blasting cap connects by a wire to an activation device, usually a small pistol-grip device that the user squeezes. The detonator comes with 100 feet of wire, but longer lengths can be spliced in with a Craft: Explosives check (DC 10).
Holster: Holsters are generally available for all Medium-size or smaller firearms.
- Hip: This holster holds the weapon in an easily accessed—and easily seen—location.
- Concealed Carry: A concealed carry holster is designed to help keep a weapon out of sight (see Concealed Weapons and Objects). In most cases, this is a shoulder holster (the weapon fits under the wearer’s armpit, presumably beneath a jacket). Small or Tiny weapons can be carried in waistband holsters (often placed inside the wearer’s waistband against his or her back). Tiny weapons can also be carried in ankle or boot holsters. This grants a +4 equipment bonus to your Sleight of Hand checks to hide the weapon on your person against visual inspection, though it doesn’t help for being frisked.
Illuminator: An illuminator is a small flashlight that mounts to a firearm, freeing up one of the user’s hands. It functions as a standard flashlight.
Laser Sight: This small laser mounts on a firearm and projects a tiny red dot on the weapon’s target. A laser sight grants a +1 equipment bonus on all attack rolls made against targets no farther than 30 feet away. However, a laser sight can’t be used outdoors during the daytime.
Sawed-Off Barrel: Any shotgun may have this modification done to it, which reduces its base range by 5 feet, its damage by 1 step, but gives it the Scatter Weapon Quality. This modification may not be reverted.
Scope: A scope is a sighting device that makes it easier to hit targets at long range. However, although a scope magnifies the image of the target, it has a very limited field of view, making it difficult to use.
- Standard: A standard scope increases the range increment for a ranged weapon by one-half (multiply by 1.5). However, to use a scope a character must spend a standard action acquiring his or her target. If the character changes targets or otherwise loses sight of the target, he or he must reacquire the target to gain the benefit of the scope.
- Electro-Optical: An electro-optical scope functions the same as a standard scope in normal light. In darkness, however, the user sees through it as if he had the dark-vision ability granted by night-vision goggles.
Suppressor: A suppressor fits on the end of a firearm, capturing the gases traveling at supersonic speed that propel a bullet as it is fired. This eliminates the noise from the bullet’s firing, dramatically reducing the sound the weapon makes when it is used. For handguns, the only sound is the mechanical action of the weapon (Perception check, DC 15, to notice). For longarms, the supersonic speed of the bullet itself still makes noise. However, it’s difficult to tell where the sound is coming from, requiring a Perception check (DC 15) to locate the source of the gunfire.
Modifying a weapon to accept a suppressor requires a Craft (mechanical) check (DC 15). Once a weapon has been modified in this manner, a suppressor can be attached or removed as a move action.
Suppressors cannot be used on revolvers, shotguns, machine guns, or artillery weapons. A suppressor purchased for one weapon can be used for any other weapon that fires the same caliber of ammunition.
Tripod: A tripod is a portable three-legged frame or stand, used as a platform for supporting the weight and maintaining the stability of some other object. A tripod provides stability against downward forces and horizontal forces and movements about horizontal axes.