DESCRIPTION
This basic High caliber rifle has a relatively short range but it is well constructed and reliable. They use metal cartridges as ammunition, and with a capacity of 4 rounds.
CONSTRUCTION REQUIREMENTS
Craft Advanced Firearm, Gunsmithing; Cost 300 GP;
DESCRIPTION
This basic shotgun has a relatively short range but it is well constructed and reliable it has no chance of a Misfire unless it has the broken condition. Shotguns use shell ammunition, and this one has a capacity of 2 Shells. Reloading both shells is a Full Round action, reloading a single shell is a standard action. When firing Blast Shells this Shotgun has a 15 ft. Cone. The Range and Damage listed in the chart are for the standard slug shell ammunition. Both Barrels of this Shotgun can be fired at once doubling the Damage dice rolled, any Bonuses are added only once. Firing both barrels with Slug Shells has a -2 penalty to AR because of the increased kick. Firing Both Barrels with Blast Shells has a +2 bonus added to the AR because of the increased number of pellets.
CONSTRUCTION REQUIREMENTS
Craft Advanced Firearm, Gunsmithing; Cost 200 GP;
DESCRIPTION
This basic high caliber revolver has a relatively short range but it is well constructed and reliable it has no chance of a Misfire unless it has the broken condition. They use High Caliber Pistol ammunition, and has a capacity of 6 Rounds.
CONSTRUCTION REQUIREMENTS
Craft Advanced Firearm, Gunsmithing; Cost 200 GP;
DESCRIPTION
This basic low caliber Auto-Pistol has a relatively short range but it is well constructed and reliable. They use Low Caliber Pistol ammunition, and has a capacity of 12 Rounds.
CONSTRUCTION REQUIREMENTS
Craft Advanced Firearm, Gunsmithing; Cost 200 GP;
DESCRIPTION
This light weight, low caliber Machine Turret is well constructed and reliable. They are often used as emplaced weapons on ground vehicles and aircraft. This gun can only be fired using the Burst Function. When attacking using a properly mounted turret the the attack is rolled only once rather than once for each bullet, and the Negative -4 penalty from Burst is reduced to -2.
*This Turret is unwieldy but can be held and fired as an Advanced Two-handed firearm with a -4 to the AR, if fired in this manner from a Prone position the AR penalty is reduced to -2. This penalty stacks with the penalty from Burst. In effect firing this gun from a standing position would result in a -8 to the AR, and each individual bullet would require an Attack Roll.
CONSTRUCTION REQUIREMENTS
Craft Advanced Firearm, Gunsmithing; Cost 300 GP;
DESCRIPTION
This basic low caliber rifle has a relatively short range with a 3 round burst feature. They use metal cartridges as ammunition, and with a capacity of 9 rounds.
CONSTRUCTION REQUIREMENTS
Craft Advanced Firearm, Gunsmithing; Cost 200 GP;
The Blast ability is used when a firearm fires an area of effect ammunition type. The Size of the cone is based on the weapon. Blast attacks make Ranged Attacks on all targets within the cone of effect. Individual Attack Rolls are made against each target in the Cone individually. Blast type ammunition is made against AC instead of Touch.
The Burst ability fires a set number of rounds at a single target as a Standard Action. This Attack Roll suffers a -4 penalty due to the recoil of the firearm. An attack roll is made for each bullet in the burst, and these rolls are made all at once. Most guns have a higher rate of failure when using the burst feature and this is represented as the range after the colon in the misfire. If any of the attack rolls fall into the Misfire Range the burst stops with the bullet that misfired.
Pistol Ammunition comes in many varieties, the most common are Standard(Low Caliber) and High Caliber metal rounds.
Low Caliber: (30) 3 GP
High Caliber: (30) 6 GP
*High Caliber Pistol Ammunition ignores 5 Hardness.
Explosive Round: (1) 20 GP
These rounds can only be used in High Caliber Firearms.
Explosive Pistol Rounds detonate at the start of your next turn dealing 1d6 DMG to the target. The target must then make a FORT save DC = 10 + DMG or become sickened for 1 Round.
Craft Advanced Firearm, Gunsmithing;
Rifle Ammunition comes in many varieties, the most common are Standard(Low Caliber) and High Caliber metal rounds.
Low Caliber: (30) 3 GP
High Caliber: (30) 6 GP
*High Caliber Rifle Ammunition ignores 10 Hardness.
Explosive Round: (1) 25 GP
These rounds can only be used in High Caliber Firearms.
Explosive Rifle Rounds detonate at the start of your next turn dealing 1d8 DMG to the target. The target must then make a FORT save DC = 10 + DMG or become sickened for 1 Round.
Craft Advanced Firearm, Gunsmithing;
Shotgun Shell Ammunition comes in many varieties, the most common are Slug and Pellet shells.
Slug: (12) 3 GP
Pellet: (12) 3 GP; Blast Ammo;
Empty Shell: (12) 3 GP; Blast Ammo; *Empty Shells can be filled with all manner of things including powders, small alchemical creations, etc...
Craft Advanced Firearm, Gunsmithing;
Siege Ammunition comes in many varieties, the most common are Standard(Low Caliber) and High Caliber metal rounds.
Low Caliber: (30) 3 GP
High Caliber: (30) 6 GP
*High Caliber Siege Ammunition ignores 10 Hardness.
Craft Advanced Firearm, Gunsmithing;