Firearms/Modern Weapons

For modern weapons, i.e. firearms, the lack of metal has forced modern Athas to find another way of killing each other. Like everything else that used to be metal, bullets are usually made of super hardened ceramic tips, some with other special properties added to them for extra lethality.

Firearms are classified like normal ranged weapons, they are either simple, martial or exotic. Each of these also has a type similar to light, one-handed two-handed but instead it is pistol, sub-machine gun, rifle, heavy weapons, etc. The types are described below describe their typical differences in use or operation.

When it comes to exotic weapons a feat spent in a specific exotic group gains access to all in that group.

The weapons listed here are the general brand versions, produced by a dozen different manufactures and each is pretty much the same as the other. However there are some uniquely different firearms listed on the Specialty Firearms page.

All these firearms can be made magical with socketing as described below, but there are some actual uniquely magical firearms along with pseudo magical firearms found in the Magic Weapons page.

Simple Weapons                  
Pistols *                  
Sub-Type Cost DMG Rng Size Weight ROF Mag Ammo Properties
Hold-out 50 c 1d4 15’ S/M .5 lbs SS 4 B Light
Light 120c 1d6 30’ S/M 1 lbs SA 8 C Light
Medium 150c 1d8 30’ S/M 2 lbs SA 12 D Light
Heavy 220c 1d10 25’ S/M 3 lbs SA 10 F Light
Hand Cannon 400c 2d6 30′ Medium 5 lbs SS 6 H Light
Automatic 300c 1d4 30’ S/M 3 lbs SA/BF/FA 25 B Light
Sub Machine Guns (SMG) *                  
Sub-Type Cost DMG Rng Size Weight ROF Mag Ammo Properties
Light 300c 1d6 70’ S/M 4 lbs SA/BF/FA 25 C Two-Handed
Medium 330c 2d4 70’ Medium 5 lbs SA/BF 30 E Two-Handed
Automatic 400c 1d8 70’ Medium 6 lbs SA/BF/FA 45 D Two-Handed
Scatter Rifle *                  
Sub-Type Cost DMG Rng Size Weight ROF Mag Ammo Properties
Scatter 250c 1d10 30’ Medium 8 lbs SS (Cone) 3 SS Two-Handed
Double Barrel Scatter 300c 1d10 / 2d10 30′ Medium 12 lbs SS (Cone) 2 SS Two-Handed
Tactical Scatter 500c 1d10 30′ Medium 10 lbs SS/SA (Cone) 8 SS Two-Handed
Hand Grenades                  
Sub-Type Cost DMG Rng Size Weight ROF Mag Ammo Properties
Fragmentation 100c 4d6 Thrown S/M 1 lbs SS (15’) 1 Grenade Thrown
Flash/Bang 150c 1d6 Thrown S/M 1 lbs SS (15’) 1 Grenade Thrown
High-Explosive 200c 3d6 Thrown S/M 1 lbs SS (20’) 1 Grenade Thrown
Incendiary 250c 3d6 (fire) Thrown S/M 1 lbs SS (15’) 1 Grenade Thrown
Spell Grenade 200c spell (lvl 5) Thrown S/M 1 lbs SS 1 Grenade Thrown
Martial Weapons                  
Rifle *                  
Sub-Type Cost DMG Rng Size Weight ROF Mag Ammo Properties
Assault 600c 1d10 120’ Medium 7 lbs SA/BF/FA 35 F Two-Handed
Game Rifle 350c 2d4 120’ Medium 6 lbs SS/SA 12 E Two-Handed
Sniper 600c 2d6 150’ Medium 7 lbs SS/SA 15 H Two-Handed
Heavy Sniper 800c 3d6 180’ Medium 9 lbs SS 6 K Two-Handed, heavy
Light Machine Gun (LMG) 2500c 1d10 100′ Medium 12 lbs FA 100 (D) F Two-Handed, heavy
Medium Machine Gun (MMG) 4000c 2d6 120′ Medium 23 lbs FA 80 (D) H Two-Handed, heavy
Heavy Machine Gun (HMG) 6000c 3d6 150′ Large 83 lbs FA 60 (D) K Two-Handed, heavy
Mini-Gun 12,000c 1d8 90′ Large 85 lbs FA 1000 (D) D Two-Handed, heavy
Heavy Weapons (HW) *                  
Sub-Type Cost DMG Rng Size Weight ROF Mag Ammo Properties
Grenade launcher (barrel mounted) 500c (grenade) 30’ Medium 2 lbs SS 1 WPG Mounted
Grenade launcher 700c (grenade) 70′ Medium 6 lbs SS 1 WPG Two-Handed
Multiple Grenade Launcher (MGL) 5kc (grenade) 60′ Medium 12 lbs SS / SA 6 WPG Two-Handed
Weapon Propelled Grenades (WPG)                  
Sub-Type Cost DMG Rng Size Weight ROF Mag Ammo Properties
Smoke 70c Fog Cloud (weapon) Medium 1 lbs SS (30′) 1 WPG Ammo
Tear Gas 100c Stinking Cloud (weapon) Medium 1 lbs SS (20′) 1 WPG Ammo
Fragmentation 150c 4d6 (weapon) Medium 1 lbs SS (25′) 1 WPG Ammo
High Explosive 250c 3d6 (weapon) Medium 1 lbs SS (30′) 1 WPG Ammo
Spell WPG 250c spell (lvl 5) (weapon) Medium 1 lbs SS 1 WPG Ammo
Exotic Weapons                  
Heavy Weapons (HW) *                  
Sub-Type Cost DMG Rng Size Weight ROF Mag Ammo Properties
RPG Launcher 700c (RPG) (RPG) Medium 15 lbs SS 1 RPG Two-Handed
Mini Missile Gun 400c (mini missile) (mini missile) S/M 2 lbs See notes 1 M1 Two-Handed
Mini Missile Launcher 600c (mini missile) (mini missile) Medium 5 lbs See notes 2 M1 Two-Handed
Mini Missile Battary 1200c (mini missile) (mini missle) Medium 18 lbs See notes 8 M1 Two-Handed
RPG                  
Sub-Type Cost DMG Rng Size Weight ROF Mag Ammo Properties
High Explosive 200c 4d6 100′ S/M 3 lbs (30′) 1 RPG Ammo
Anti-Armor 300c 6d6 100′ S/M 3 lbs (5′) 1 RPG Ammo
Spell RPG 250c spell (lvl 6) 100′ S/M 3 lbs SS 1 RPG Ammo
Mini Missiles                  
Sub-Type Cost DMG Rng Size Weight ROF Mag Ammo Properties
Dumb-Fire 30c 2d4 200′ S/M 1 lbs (5′) 1 mini missile Ammo
High Explosive 100c 3d4 200′ S/M 1 lbs (10′) 1 mini missile Ammo
Tracer Missile 100c 2d4 200′ S/M 1 lbs (5′) 1 mini missile Ammo
Incendiary Missile 60c 1d6 (fire) 200′ S/M 1 lbs (5′) 1 mini missile Ammo
Spell Missile 200c spell (lvl 4) 200′ S/M 1 lbs SS 1 mini missile Ammo
Railguns *                  
Sub-Type Cost DMG Rng Size Weight ROF Mag Ammo Properties
Railgun Rifle 9000c 1d10 100′ Large 120 lbs SA (6) 90 RG Two-Handed
Dual Railgun Rifle 15,000c 1d10 100′ Large 220 lbs SA (12) 180 RG Two-Handed
Mortars *
Sub-Type Cost DMG Rng Size Weight ROF Mag Ammo Properties
Light Mortar 800c (round) 100′ Large 48 lbs SS 1 ML Crewed
Heavy Mortar 2200c (round) 500′ Huge 320 lbs SS 1 MH Crewed
Mortar Rounds                  
Sub-Type Cost DMG Rng Size Weight ROF Mag Ammo Properties
Light Mortar – High Explosive 300c 6d6 (weapon) Large 3 lbs (30′) 1 ML Ammo
Heavy Mortar – High Explosive 800c 10d6 (weapon) Huge 31 lbs (40′) 1 MH Ammo
Light Mortar – Spell 500c spell (lvl 6) (weapon) Large 3 lbs 1 ML Ammo
Heavy Mortar – Spell 1000c spell (lvl 8) (weapon) Huge 31 lbs 1 MH Ammo

*all weapons can be bought “socketed” to allow the addition of advanced modifications. This is done at x10 the cost and comes with 4 empty slots.

Rules for Firearms

The rules for using firearms can be found in Modern Combat.

Weapon Size (Size)

The size indicates the optimal size of the user/creature to use the weapon without a size penalty. If listed as S/M this means that either Small or Medium sized creatures can use the weapon interchangeably with no size penalty. Size penalties are -2 to hit for each accumulated size difference.

Magazine Size (Mag)

This number on the chart represents how much ammunition the firearm can hold while fully loaded, not counting one chambered round. So you could essentially add 1 to all the sizes to have the full number of bullets held by the weapon. In the case of grenades, their Mag is “1”, meaning you hold one in your hand and throw it. You could conceivably have a grenade in each and and throw them, but you’ll suffer BAB penalties as if you were wielding 2 heavy weapons (-8/-8). If you have Two Weapon Fighting, it reduces it to -4/-4.

Ammunition

You can further modify your weapons by loading different types of ammunition. Here are the available types:

Type Cost Description
Dumb-Dumb (See Caliber Chart) Comes with weapon. No special properties
Rubber Bullet 100c / box of 100 Non-Lethal damage.
Amor Piercing (AP) 500c / box of 100 Changes the damage type of the weapon to Piercing (P), but also reduces overall damage by 2.
Hollow Point (HP) 500c / box of 100 Gives an overall damage bonus of +3, but the damage type remains Bludgeoning (B)
Dual Purpose (DP) 1000c / box of 100 Combines an armor piercing round with an explosive tip to keep the integrity of the bullet as it pierces the armor. Though it does increase the damage, it only does so to remove the -2 to damage from regular AP rounds. All in all, this is the same as the AP round, but without the -2 to damage.
Phase Bullet 6000c / box of 100 These bullets phase out of reality until they come into contact with something organic, i.e. flesh. Thus with these bullets, your attacks become ranged touch attacks and they ignore all DR.
Spell Bullet 2000c / box of 100 A specially crafted bullet that allows for placing a spell in it that will activate when it is fired from a weapon and then strikes something. Only 1 spell can be placed on the bullet and is at -2 of the caster level that placed the spell. Placing a spell requires a Spellcraft DC of 15 + caster level of the spell. The maximum spell level that can be placed is level 3 spells, but there is no limit the caster level (-2 when applied the bullet.) The bullet itself does normal damage (as a dumb-dumb) or can also be any of the other types of ammo as long as the extra price is paid. Spells are generally placed ahead of time on these bullets and can be purchased with preloaded spells on them at the GM’s discretion at the same cost of a scroll of the same. The spell will detonate at the spot the bullet strikes, it doesn’t get an additional range beyond that and area effect originates from that point. The shooter must still make a hit against normal AC when shooting at the target and the target gets any normal saving throws the spell allows. Additional information on Spell Rounds

Along with the different ammunition types, standardization in calibers allows you to use bullets you find in other weapons. For example, if you find a pistol, it’s possible the bullets it in (whether their special or not) might fit/work with your sub machine gun. In the weapon’s chart, there is the column labeled Ammo Match. This represents the caliber of the weapon (more or less) and any two types of firearms that share the same letter in this column can also share ammo. They will not share magazines/clip sizes, so you will need to remove the bullets to load them into the other type of firearm. Here’s the Caliber chart.

Damage Caliber Cost
1d2 A 6c per 100
1d4 B 8c per 100
1d6 C 10c per 100
1d8 D 10c per 100
2d4 E 12c per 100
1d10 F 15c per 100
1d12 G 20c per 100
2d6 H 22c per 100
3d4 I 25c per 100
2d8 J 30c per 100
3d6 K 35c per 100
4d4 L 40c per 100
Scatter Shell SS 18c per 100
1d6 RG 60c per 100

HOUSE RULES: When it comes to keeping track of ammunition, you only need to keep track of your Magazine size (for reloading purposes) and specialty ammunition. If your gun only has dumb-dumb ammo, you have an unlimited supply, but need to keep track of your shots for Magazine size. The Bullet Caliber chart does show the regular price for regular ammo just in case it is needed.

Specific Weapons

Pistols

All of the pistols can be dual-wielded as they are all small, one-handed weapons. However, only Light and Medium pistols can be dual-wielded as if you were wielding 2 light weapons. Heavy and Automatic pistols (and only on BF or FA), will count as 2 medium weapons, thus -4/-4 if you have Two Weapon Fighting.

Sub Machine Guns

There are no special rules for these. They do require 2 hands to wield and thus cannot be dual wielded.

Rifles

There are no special rules for Assault rifles, but there are for Scatter Rifles (shotguns) and Sniper Rifles.

Scatter: The Scatter rifle will do its damage in a 30º cone in front of the character up to the 30 foot range. Any creatures caught within will take the full damage.

Sniper: Sniper rifles come with an array of scopes that allow any Rogue (or any class that grants sneak attack) to use Sneak Attack at full range. However, they can only do so when using the SS fire mode. With SA, they still do full damage and can make their full number of attacks, but will not apply their Sneak Attack bonus damage.

Hand Grenades

The hand grenade is a small hand held cylinder about 3″ long with a 1″ diameter. Activate the grenade by pushing down and twisting the activator cap much like opening a safety bottle of pills. After the grenade is activate it will detonate in 4 seconds, because this is less then a round the action of activating, throwing and detonation all happen in the same round and all happens in the turn of the player for simple combat flow. Deactivating a grenade is simply turning the activation cap back to closed. This will reset the grenades fuse to where when activated again returns to a 4 second countdown.

Throwing Distance: When throwing a grenade use the standard Pathfinder rules. A hand grenade is a small balanced item thrown with 1 hand the multiplier is x4 with a range increment of 20 feet. The maximum distance a grenade can be thrown is based on a characters strength using the Heavy Load column as the max distance in feet.

Running Throw: If you have at least 10 feet to get a running start you get a +5 feet to the distance for every 10 feet of running speed.

Size: If a creature is other then medium size use the below size modifiers for adjusting the range increment and max throwing distance.
Tiny: x1/2, Small x3/4, Large x2, Huge x4, Gargantuan x8, Colossal x16

Pull The Pin: There is no pin to say like with a pineapple grenade it uses the twist activation as described above. But you can setup a grenade as a trap if you want using a Disable Device or Knowledge skill starting at DC 15 (higher if needed based on GM discretion on complexity of the trap.)

Advanced Hand Grenade Rule: If a GM chooses to use a more advanced rule for grenades then on the initiative turn of the character with the grenade they activate and throw the grenade then continue the Initiative turns until 3 more have passed and the grenade detonates. If another character’s initiative occurs before the grenade detonates they can react to it (if they are aware of the grenade.) If the grenade lands within their movement distance they can attempt to pickup the grenade and do something with it, throw it back, throw it away, deactivate it, etc. Also a character with the grenade can choose to hold onto the grenade for 3 initiative turns before throwing it to prevent an enemy from having an opportunity from reacting to it, the thrower gets a -1 to their attack when doing this, also rolling a fumble (natural 1) means they didn’t time the throw (or it had a shorter then expected fuse) and the grenade goes off in their hand with no reflex save available to the thrower.

Type Cost Damage Description
Fragmentation 100c ea 4d6 This is the “standard” grenade. Standard damage listed, 15’ radius.
Flash/Bang 150c ea 1d6 Though it does less damage than a fragmentation grenade, it does cause a loud explosion and a bright flash in a 15’ radius. Any target caught in the radius must make a Fortitude save TN 25 or be Blinded and Deafened.
High Explosive 200c ea 3d6 This grenade has a higher blast radius of 20’, but is otherwise the same as the fragmentation variety.
Incendiary 250c ea 3d6 (fire) This grenade contains volatile chemicals that catch fire as it explodes. Any target caught in the radius must make a Reflex save TN 25 or they catch fire for an additional 2d4 fire damage (starts on the following round) until they put it out (Reflex save TN 20). If successful on the first Reflex save, they only take half damage on the following round and no following rounds. If they do not, they take full damage and must make the 2nd (and possibly more) Reflex saves to put out the fire. Every time they fail, they take an additional 2d4 damage from fire.
Spell Grenade 200c ea Spell
(Max Level 5)
A specially crafted grenade that allows for placing a spell in it that will activate when the grenade detonates. Only 1 spell can be placed on the grenade and is at -2 of the caster level that placed the spell. Placing a spell requires a Spellcraft DC of 15 + caster level of the spell. The maximum spell level that can be placed is level 5 spells, but there is no limit the caster level (-2 when applied the bullet.) The grenade itself does only 1d4 points of damage if directly hit, but carries no detonation. Spells are generally placed ahead of time on these grenades and can be purchased with preloaded spells on them at the GM’s discretion at the same cost of a scroll of the same. The spell will detonate at the spot the grenade strikes, it doesn’t get an additional range beyond that and area effect originates from that point. The thrower must still make a hit against normal AC when throwing at the target and the target gets any normal saving throws the spell allows.

Weapon Propelled Grenades

This type of grenade contains an explosive charge that is used to fire the grenade out of a weapon instead of being thrown. This gives it an advantage of being able to go much farther then a traditional thrown grenade. The roll to hit is exactly the same as the Hand Grenade, however if a called shot is made (medium sized creature -2 to hit) and hits then the target takes an additional 1d6 points of damage from the grenade striking them. This damage can also be applied to grenade types that do no damage such as smoke and tear gas. Because a weapon propelled grenade detonates as soon as it hits there is no similar advanced rules as with the hand grenade.

Type Cost Damage Description
Smoke 70c ea Fog Cloud This grenade mimics the fog cloud spell but is non magical. The smoke lasts for 10 minutes and covers a 30′ radius. The smoke obscures all sight, including darkvision beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target.) The smoke can also be one of many colors including red, blue, green, yellow, purple, pink, grey and white. Smoke is used for both covering movement as well as a signal device.
Tear Gas 100c ea Stinking Cloud This grenade contains chemicals that release a nauseating cloud that is exactly like the stinking cloud spell (but is non magical) and lasts for 4 rounds. Living creatures in the cloud become nauseated and continue to be so for 1d4+1 rounds after leaving it. Roll separately for each nauseated creature. Fortitude save 15.
Fragmentation 150c ea 4d6 This is the “standard” grenade. Standard damage listed, 25’ radius.
High Explosive 250c ea 3d6 This grenade has a higher blast radius of 30’, but is otherwise the same as the fragmentation variety
Spell WPG 250c ea Spell
(Max Level 5)
A specially crafted grenade that allows for placing a spell in it that will activate when the grenade detonates. Only 1 spell can be placed on the grenade and is at -2 of the caster level that placed the spell. Placing a spell requires a Spellcraft DC of 15 + caster level of the spell. The maximum spell level that can be placed is level 5 spells, but there is no limit the caster level (-2 when applied the bullet.) The grenade itself does only 1d6 points of damage if the target is directly hit but the grenade itself has no explosive charge. Spells are generally placed ahead of time on these grenades and can be purchased with preloaded spells on them at the GM’s discretion at the same cost of a scroll of the same. The spell will detonate at the spot the grenade strikes, it doesn’t get an additional range beyond that and area effect originates from that point. The shooter must still make a hit against normal AC when against the target and the target gets any normal saving throws the spell allows.

RPG

The Rocket Propelled Grenade uses the RPG launcher, this is very much like the real world RPG you may expect. It is a popular item by wasteland barbarians.

Type Cost Damage Range Description
High Explosive 200c ea 4d6 100′ The High Explosive round does damage to a 30′ radius.
Anti-Armor 300c ea 6d6 100′ The Anti-Armor RPG is intended to doing lots of concentrated damage to a specific point in order to breach fortified armor. It only has a blast radius of 5′
Spell RPG 250c ea Spell
(Max Level 6)
100′ A specially crafted rocket propelled grenade that allows for placing a spell in it that will activate when the grenade detonates. Only 1 spell can be placed on the grenade and is at -2 of the caster level that placed the spell. Placing a spell requires a Spellcraft DC of 15 + caster level of the spell. The maximum spell level that can be placed is level 6 spells, but there is no limit the caster level (-2 when applied the bullet.) The grenade itself does only 1d8 physical damage of directly hit but the has no explosive charge. Spells are generally placed ahead of time on these grenades and can be purchased with preloaded spells on them at the GM’s discretion at the same cost of a scroll of the same. The spell will detonate at the spot the grenade strikes, it doesn’t get an additional range beyond that and area effect originates from that point. The shooter must still make a hit against normal AC when against the target and the target gets any normal saving throws the spell allows.

Mini Missiles

These types of rockets can be used in any of the rocket launchers available, even the wrist-mounted ones for armor or cybernetics. Regardless of type, all rockets do the listed damage on the weapon. There are some types that “add” additional damage, but the main damage for the rocket is the one listed by the weapon.

The standard dumb-fire mini-missile is more of an rocket propelled grenade then a missile, but because there is a guided version and are sometimes used in batteries arrays they given the term missile, for larger missiles see the Modern Missiles weapon page.

Type Cost Damage Range Description
Dumb-Fire 10c ea 2d6 200′ This is the “standard” missile. Standard damage, 5′ square. There are no other features
High Explosive 30c ea 3d6 200′ This high-explosive warhead increases the blast area of the missile to 10′ square.
Tracer Missile 60c ea 2d6 200′ This comes with a laser guided targeting system build into the warhead. This allows for a +2 to hit and damages a 5′ square.
Incendiary Missile 30c ea 2d4 fire 200′ The warhead on this missile contains a highly flammable fuel that spills over the target upon impact of a 5′ square. On a successful hit, this missile causes 2d4 fire damage per round until put out (standard Reflex Save DC 15, but does take a full-round action)
Spell Missile 200c ea Spell
(Max Level 4)
200′ A specially crafted mini missile that allows for placing a spell in it that will activate when the grenade detonates. Only 1 spell can be placed on the grenade and is at -2 of the caster level that placed the spell. Placing a spell requires a Spellcraft DC of 15 + caster level of the spell. The maximum spell level that can be placed is level 4 spells, but there is no limit the caster level (-2 when applied the bullet.) The missile itself does 1d6 points of damage if it directly hits the target but carries no explosive charge. Spells are generally placed ahead of time on these grenades and can be purchased with preloaded spells on them at the GM’s discretion at the same cost of a scroll of the same. The spell will detonate at the spot the grenade strikes, it doesn’t get an additional range beyond that and area effect originates from that point. The shooter must still make a hit against normal AC when against the target and the target gets any normal saving throws the spell allows.

Mortars

The mortar is considered an exotic weapon and requires Exotic Weapon Proficiency trained in Mortar to use. Mortars fire by shooting via indirect fire, which means it shoots up into the air in the direction of the target and it falls back to the ground. This indirect fire is very useful at hitting targets where a direct line of sight is not available. Mortars however can not hit targets less then their first penalty range, so the first possible hit is at the maximum distance and already suffers the first range increment penalty. Cover and concealment benefits may not be available to characters being attacked by a mortar.

You can actually hit a target less then the first range with a mortar by doing a called shot at -5, however as a safety feature the round is designed to not detonate if it hits that soon (disable device 15 to remove that feature.) Hitting a target without disabling the proximity safety means you hit it with the round directly and the kinetic energy of the round does the damage (ok you can do both at close range if you have disable the safety feature). A Light Mortar round does 1d10 dmg from a direct hit and a the Heavy Mortar does 2d10 dmg.
Indirect weapons such as mortars base their To Hit bonus and damage modifier on the Int Mod.

A mortar is considered a Large weapon and must be fired while positioned on the ground. Moving a mortar takes 1 full round to pick and another 1 full round action to deploy, it cannot be used in the same round it is deployed.

Railguns

The railgun is an exotic large scale weapon that uses an electromagnetic projectile launcher which fires caseless slugs. Most fire groups of slugs simultaneously as a single shot, that is why you will see a number in brackets next to the semi automatic indicator such as SA (6). This means you treat each firing as a semi automatic rule (one shot per attack). However the target is actually hit by a rapid group of slugs (in the example 6) at once, do not treat this like burst fire or full auto. Each slug does only 1d10 damage, but the standard damage from all 6 rounds comes to 6d10. However you would take the total damage to determine if you beat DR as the force of the rapid hits on the same spot does accumulate for railguns. However the railgun gets the best of both worlds, if the weapon is socketed with say the Flaming ranged magic weapon ability, then each round also gets the damage effect of 1d6 points of fire damage. This also applies to burst weapons critical damage being multiplied per slug. However in most cases only damage effects apply per shot, the GM should use his discretion on other socketed effects.

Railguns can also use slugs of any of the ammunition type (as long as the additional price is paid) including spell storing rounds, which is the main advantage of railguns as they can be even more devastating when using spell rounds with something like 6th level fireball. That means a SA(6) single shot using all spell storing rounds with fireballs would do 6d10 points of damage from the slugs as well as 6x 6d6 fireballs.

Technical: Railguns are primarily used with mechanized vehicles as they require a power source, each shot uses 2000 Jolts instantly (ji), twice that for the dual, see Jolt Power. The railgun has 4 Super Kick, Medium capacitors per barrel built-in, this gives it 10,000 ready to go Jolts or 5 shots before needing to recharge at a rate 2000 jolts per round (4000 jolts for the dual), so after it’s first 5 firings it is limited to 1 attack per round if it is connected to an adequate power source, otherwise it is out of juice and can’t fire. A techie could always attempt to upgrade it from the factory design by adding more or bigger capacitors and power sources.

Strength Requirement: Besides size requirements for use the railgun is a very heavy weapon which requires a strength of 20 for the regular and 25 for the dual. There is a -2 penalty for every strength size under the requirement for use as well as size penalty.

SmartGun Technology

SmartGun™ Technology was developed originally by Tyr Tech, but the patent has since expired and several weapons manufacturers have developed their own. Any firearm can be SmartGun enabled add 200c the base cost. If you want a firearm socketed AND SmartGun enabled, it is the normal x10 to the cost plus 200c extra. If enabled and linked to a SmartGun link to your Cerebral Processor, you gain a +2 to hit and damage. Other bonuses may apply if you have “synergized” cybernetics. See the Cybernetics description.

Quality

You can find nearly every weapon in three versions, brand which is the standard listed version, masterwork which is like normal masterwork weapons and knock-offs.

Masterwork

Firearms can also be masterwork, but not ammunition. Masterwork works like normal, it is a +1 enchantment bonus on attack rolls. The cost of a masterwork firearm is +30% the price of the weapon. Masterwork firearms come out of the premium quality control batches of weapons manufacturing assembly lines. They are usually offered as special editions or limited releases by the manufacturer. You will usually see them labeled like “The Silverarm 100th Anniversary Platinum Edition” or something along those lines.

Brand

Brand are the typical listed weapons in the weapons chart, they come in a wide variety of brands from Lugh Tech, Tyr Tech, Grock, Baragali and more.
Note: In the first several versions of Dark Sun Future we had created a huge number of weapons from a dozen different manufacturers, not unlike you would find in a giant guns catalog or see at a gun show. Many of them had exactly the same stats as the other and never once could I recall that it mattered for game play if my pistol was a Grock or a Bengali. There were a few exceptional weapons such as the Silverarm, but for practical purposes we’ve done away with all that from the weapons chart, but that doesn’t mean all those brand and tiny variations and year made versions don’t exist but they just don’t matter when it comes to gameplay. That being said you can still find a few of our favorite variations on the Specialty Firearms page.

Knock-off / Counterfeit

Need a gun cheap? You can get a non-brand knock-off or counterfeit at the GM’s discretion at half price! What’s the catch? Roll on the chart below to see.

Roll a d6 Description Effect
1 JUNK! It broke as soon as you got it home. Broken conditions can’t be fixed short of a wish.
2 Bent Barrel -2 To Hit
3 Poor Rifling -10 To Range
4 Frequent Jams Misfires on natural 2 or 1.
5 Backfires Jams cause backfire that does weapon damage to user.
6 CAN’T TELL THE DIFFERENCE! None