Firearms are ranged weapons and use base ranged attack scores and modifiers. Unless specifically indicated in the description, firearms do piercing damage. Using a firearm is similar to a trained skill: it is not possible to pick one up for the first time and have any chance of using it properly. Firearm training does not use up a skill slot, but it still requires time, instruction, and the firing of 1d6 live rounds of ammunition from each type of firearm to be used. Once someone has been given training on a firearm, they may use any other firearm, but at a -4 proficiency unless they receive training in the specific type of weapon being used.
Firearms are effected by cover rules just as are other missile weapons. Certain firearms can penetrate certain cover materials, see the individual firearms for specifics.
Only creatures that can be critically hit can be instantly killed. Amorphous creatures, constructs, undead, and certain other types of creatures cannot be critically hit and therefore cannot be instantly killed either.
Example: Pistol Pete fires his .38 revolver at an attacking bugbear that is 15' away.
He rolls a 19 which is a critical threat To resolve the critical threat he rolls another attack DC: 9. With his range BAB and bonuses that is just enough to break the bugbear AC This means two things: Pete has successfully gotten at least a critical hit, and there is a threat of instant kill To resolve the instant kill threat he rolls another attack DC: 5. Even with Pete's ranged BAB and bonuses that is a miss
Pete does critical damage for the .38 revolver. Had he rolled another 9 or higher on the instant kill threat the bugbear would have instantly died.
This affects only the critical threat range for the weapon. Base chance to hit and kill range are NOT impacted by Aiming.
An example: Pistol Pete uses a .38 revolver which has a critical threat of 20. He is concealed and is Aiming the pistol at a specific guard who is standing at attention. He spends the entire round Aiming, all 20 inititative rounds. His inititiative order is affected as if he had Delayed for the entire round, and his next shot from the pistol at that specific guard will have a +4 critical threat range, or 16-20 instead of just 20.
It is possible to spend as many rounds as desired in Aiming, eventually insuring that the critical threat of the firearm is 1-20. Note that a 1 is always a fumble threat regardless of time spent aiming (see the fumble house rules).
When firing in a burst, the wielder targets an area instead of or in addition to a specific item or creature.
For the aiming point, if there is one, cover works exactly as described in the Players Handbook and modifies the defenders AC. Other effects, such as Blink, Displacement and Invisibility also function as described in the Players Handbook.
It is not possible to use the Aiming combat action and the Burst Fire combat action together. Either you Aim or you Burst Fire but never both.
The aiming point, if there is one, is automatically hit by one round.
For each remaining round, calculate the number of rounds per target. This is (number of rounds unresolved) / (number of targets in area of fire). If there are more rounds in the burst than targets this number will be more than one.
Starting with the target closest to the center of the area of fire (which will be the aiming point if there is one), roll a D100. If the result is less than the number of rounds per target, then the current target is hit. If the rounds per target is greater than one, the current target is automatically hit by one round, the rounds per target number is reduced by one, and the current target rolls d100 against the remaining rounds per target number.
Once all of the rounds that may hit a single target are resolved, subtract the rounds that have been accounted for and start over with the next closest target to the center of the area of fire. The number of targets does not change during this process but the number of bullets remaining continually decreases. Continue until all possible targets have been resolved, or all possible rounds of the burst are used. Any rounds that remain when all targets have been resolved zing away harmlessly or bury themselves into something inert.
Example: Pistol Pete is packing a 9mm automatic carbine when he is accosted by a group of four bandits. One of the bandits is partly behind a tree (50% cover) and one of them is wearing a ring of Blur. The leader stands in the middle and demands that Pete “stand and deliver”. Panicking, Pete looses a burst of eight shots in the general direction of the bandits, pointing the weapon at the leader. Pete will be –10 on his attack DC due to the number of bullets in the burst. He rolls a 17, and even with the penalty this is a successful hit against the aiming point AC (the bandit leader).
Note that Huge or larger creatures can be both the aiming point and the entire area of fire for a burst attack
Sawed off versions weigh 75% of the full version, have all range numbers cut in half, and are more easily concealed.
The Burst Fire combat action
Automatic weapons may fire a burst of rounds rather than one at a time. A normal burst consists of three rounds. A user can fire as many rounds in the burst as she wishes, but each additional round above three causes a -2 penalty to the attack roll.
Calculating Burst Fire Damage
If the firearm user misses the attack DC, nothing in the area of fire is struck. Successful attack DCs require the DM to “match up” the rounds fired in the burst and the possible targets in the area of fire.
Firearms
Shotguns
Shotguns may only make critical hits within their kill range regardless of the attacker DC. Damage after one range increment is halved, quartered after two range increments, and there is no damage at all at distances greater than three range increments. Shotgun damage is treated as blunt weapon damage.
Weapon | Weight | Fire Speed | Ammo capacity | Reload |
12 gauge pump action | 15 | partial action | 7 | 3 rounds |
Ammunition | Weight ea. | Damage | Range Increment | Kill Range | Critical Threat | Critical Damage |
12 ga lead shot | .15 lbs | 3d10 | 100' | 50' | 19-20 | x3 |
Weapon | Weight | Fire Speed | Ammo capacity | Reload |
.38 revolver | 3 | partial action | 6 | full action |
.44 semi-auto | 6 | partial action | 13 | partial action (a) |
Ammunition | Weight ea. | Damage | Range Increment | Kill Range | Critical Threat | Critical Damage |
.38 steel jacketed | .05 lbs | 1d6 | 40' | 20' | 20 | x3 |
.44 magnum | .1 lbs | 1d8 (b) | 50' | 30' | 19-20 | x3 |
(a) to change clips. Refilling a clip requires 4 full rounds
(b) Penetrates 6" of water, 2" of wood, 1/4" steel
Weapon | Weight | Fire Speed | Rounds | Reload |
.45 tommy gun | 20 | partial action | 120 | partial action (a) |
9mm auto carbine | 9 | partial action | 30 | partial action (b) |
Ammunition | Weight (ea) | Damage | Range Increment | Kill Range | Critical Threat | Critical Damage |
.45 centerfire | .05 lbs | 1d8 | 50' | 20' | 19-20 | x3 |
9mm HiPower | .08 lbs | 2d8 (c) | 120' | 30' | 19-20 | x3 |