Or rules for modern firearms for Pathfinder.
It seems that my own rule system is on indefinite hold and I’m switching to Pathfinder to run my own Kingmaker style campaign in the near future. The world I set the campaign will the same I used with my own rules so I need rules for various guns. Paizo has published rules for firearms up to around 19th century tech but I need rules for 20th century and future guns so I wrote my own. These are first version and I’m not entirely sure about these. The damage values and prices are something to carefully think. Not sure how expensive these should be, the idea is that player characters can buy these from certain NPCs if they have the money but they shouldn’t be cheap. On the other hand selling them for huge amounts of cash should not be possible. Also the campaign is supposed to be lower magic (magic item wise) then regular Pathfinder so these should replace some of the magic armaments PCs normally have.
|Firearm||Cost||Dmg (S)||Dmg (M)||Critical||Range||Misfire||Capacity||Weight||Type||Special|
|Pistol||8000 gp||1d8||1d10||x4||30 ft.||1||10||3 lbs.||B and P||–|
|Pistol, sporting||7000 gp||1d6||1d8||x4||30 ft.||1||12||3 lbs.||B and P||–|
|Pistol, heavy||9000 gp||1d10||1d12||x4||30 ft.||1||8||4 lbs.||B and P||–|
|Rifle, sporting||9000 gp||1d8||1d10||x4||90 ft.||1||8||8 lbs.||B and P||–|
|Rifle, sniper||10000 gp||1d10||1d12||x4||150 ft.||1||6||12 lbs.||B and P||–|
|Rifle, big game||11000 gp||2d6||2d8||x4||150 ft.||1||4||15 lbs.||B and P||–|
|Sub-machine Gun||12000 gp||1d8||1d10||x4||40 ft.||1||30||8 lbs.||B and P||Autofire|
|Machine Pistol||11000 gp||1d6||1d8||x4||40 ft.||1||30||5 lbs.||B and P||Autofire|
|Assault Rifle||14000 gp||1d10||1d12||x4||80 ft.||1||30||12 lbs.||B and P||Autofire|
|Light Machinegun||16000 gp||2d4||2d6||x4||100 ft.||1||50||25 lbs.||B and P||Autofire|
|Heavy Machine Gun||18000 gp||2d6||2d8||x4||100 ft.||1||70||30 lbs.||B and P||Autofire|
|Shotgun||10000 gp||1d6||1d8||x2||20 ft.||1||6||12 lbs.||B and P||Scatter|
|Automatic Shotgun||12000 gp||1d6||1d8||x2||20 ft.||1||15||25 lbs.||B and P||Autofire, Scatter|
Modern Firearm Proficiency
Modern firearms without autofire quality are simple weapons and modern firearms with autofire quality are martial weapons.
Modern Firearm Range and Penetration
Modern firearms resolve their attacks against touch AC when the target is within the first 7 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. Modern firearms have a maximum range of 10 range increments.
Loading Modern Firearms
Loading a new clip to modern firearm is a move action that provokes an attack of opportunity. Rapid Reload feat reduces this time.
Modern Firearm Missfire
When modern firearms missfire they gain the broken condition.
Autofire is an area attack that targets 20 ft. x 20 ft. area instead of single target. Attack roll take -5 penalty when using autofire. Attackers rolls separate attack roll against each creature in target area. On hit the attack deals normal weapon damage. Missed attacks cause half damage and because this is area attack, abilities such as evasion work against it. Autofire uses 10 rounds of ammunition. Characters with multiple attacks per round using full-round action to attack can make multiple autofire attacks per round.
If autofire weapon also has scatter and is attacking every creature in cone it does so without the usual -2 penalty to hit. Scatter weapons only use 5 rounds of ammunition on autofire mode per attack.
When using weapon in autofire mode instead of attacking an area you can attack single target with short burst. Make a single attack with -5 penalty to hit and if you hit you deal double damage to target. You deal no damage on missed attack. Burst fire uses 5 rounds of ammunition.
If you are using an autofire weapon you can brace the weapon as move action. When braced the penalty to autofire attack is reduced to -2 both for area and burst attack.
Modern Firearm Ammunition
Modern firearms use metal cartridges as ammunition. Any other kind of ammunition increases the missfire of the weapon by 4.
Armor Piercing Ammunition
Modern firearms may use armor piercing ammunition. Single round of armor piercing ammunition costs 40 gp and can only be used with modern firearms. When using armor piercing ammunition against modern armor the attack resolves against the target’s touch AC if the target is within first five range increments of the weapon.
|Armor||Cost||Armor bonus||Max Dex||Check Penalty||Arcane Failure||Speed (30ft.)||Speed (20ft.)||Weight|
|Ballistic Cloth||4500 gp||+3||+6||-1||10%||30 ft.||20 ft.||10 lbs.|
|Ballistic Cloth with Plates||9000 gp||+6||+3||-3||20%||25 ft.||15 ft.||25 lbs.|
|Composite Plate||15000 gp||+8||+2||-5||30%||20 ft.||15 ft.||40 lbs.|
|Gunner Armor||17000 gp||+10||+0||-7||45%||20 ft.||15 ft.||55 lbs.|
Modern armor is designed to protect against firearms and therefore firearm attacks against them on all range increments always use the wearer’s normal AC, never touch AC.
In other news, this layout doesn’t seem to handle wide tables very well, have to fix those.
Edit: Found new layout that seems to work better.