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\pagebreak # Introduction Do you like rollable tables? Do you like loot? Do you like having a brazillion possible weapons? Of course you do! Why else would you be reading this, because you like rhetorical questions? What a strange notion! This document was born of the idea that YOU CAN NEVER HAVE TOO MANY GUNS! That's right, if you made a new weapon from this book every second the sun would explode before you can make all of the combinations. I might have made that statistic up but it's fun to say. Also we have some other goodies for you badasses who read the whole book. Shields! Grenades! Class abilities! Monsters! Almost everything you could need to run a campaign set on Pandora. Except friends. This book will not give you friends. ## The Manufacturers This book introduces 12 manufacturers from the world of Borderlands ### Atlas Atlas weapons are high quality, deadly machines. Their intelligent on board systems are significantly more advanced than other manufacturers. ### Bandit Bandit weapons are usually scrapped together pieces of junk. They often have huge capacities but lower damage than other manufacturers. ### Dahl Dahl weapons are mass produced efficient machines. They are highly accurate and deal average damage. ### Hyperion ### Jakobs Jakobs rifles are custom made and exceptionally durable. Jakobs weapons can be fired as fast as their magazines can unload. ### Maliwan ### S&S Munitions S&S Munitions weapons are the budget item for their quality. Prone to be unstable with large magazines, S&S Munitions weapons are best for a fighter on a budget. ### Scav ### Tediore ### Torgue Torgue rifles are explosive, dealing blast damage to nearby enemies. Torgue ARs will vary between lobbing grenade-like explosives and shooting rockets at their target. ### Vladof Vladof weapons are built to lay down heavy fire, shooting a huge number of bullets in a short amount of time. \pagebreakNum # Weapon Generation The following sections will run you through how to generate infinite different weapon combinations. You are going to start on this page, which will determine the weapon's type and rarity. Some weapon types are not available before level 6. Once you have determined the weapon's type and rarity, you can go to the weapon type's appropriate chapter to determine the rest of the weapon's statistics.
> ### Table 1.1: Weapon Type By Item Level > | Level 1-5 | Level 6-13 | Level 14-20 | Gun Type | > |:-:|:-:|:-:|:-:| > | 01-22 | 01-17 | 01-14 | Assault Rifle | > | | 18-28 | 15-33 | Laser Rifle | > | 23-53 | 29-51 | 34-49 | Pistol | > | | 52-56 | 50-58 | Rocket Launcher | > | 54-78 | 57-73 | 59-73 | Shotgun | > | 79-84 | 74-85 | 74-88 | Sniper Rifle | > | 85-00 | 86-00 | 89-00 | SMG |
> ### Table 1.2: Weapon Rarity > | d100 | Rarity | Accessory Chance | > | :-: | :-: | :-: | > | 01-55 | Common | none | > | 56-75 | Uncommon | 71-00 | > | 76-90 | Rare | 51-00 > | 91-97 | Very Rare | all | > | 98-99 | Unique | all | > | 00 | Artifact | all | \columnbreak
### Weapon Damage In order to properly determine the damage for all possible weapons using this method, it becomes necessary to do some math. Each weapon type and rarity is provided with a pair of A and B values, and the number of damage dice can be calculated using the following equation: **N_dice = ceiling( b * exp( a * level ))** where "a" and "b" are given in the table, "level" is the level of the item, and N_dice is the number of dice to use. For example, if the table says that for a common d8 assault rifle a = 0.104 and b = 0.861, a level 9 rifle would roll 3d8.
\pagebreakNum ## New Special Properties: ### Explosive Reload Some weapons have a self-destruct feature that allows them to be used as a grenade when reloading. When reloading a weapon with this property you can throw the weapon as part of the action used to reload it. As soon as it leaves your hand, it acts as a grenade. This grenade deals damage equal to the weapon's base damage, can be thrown 20 ft., and Explodes with a range of 10 ft. ### Rapid Fire Certain weapons can be fired extremely quickly. These weapons can be used one additional time in a full attack sequence, but impose a stacking -3 penalty on all full attacks. A standard full attack with one of these weapons would be 3 attacks with a -7 penalty. ### Ricochet Ricochet weapons have the unique ability to bounce their bullets off of walls or other hard surfaces to attack the target from a different angle. These weapons can be used normally, but you can also choose to make a ricochet attack. This must be called out before you make the attack roll. When you make a ricochet attack, you choose a hard surface to "bounce" your bullet off of (what constitutes a hard surface is up to GM discretion). You then make your standard attack, but the origin of the attack is the chosen location. This can negate directional bonuses like cover, but cannot affect concealment or other line-of-sight effects. The range penalty is calculated from the full travel distance of the bullet to the target. Some weapons have special effects that only occur after they have bounced. ### Slag Slag weapons deal normal damage, though they increase damage dealt from other sources. Creatures hit by a Slag weapon must make a Fortitude save. On a failed save, they gain the Slagged condition for 2 rounds. While they have this condition, they take 10% additional damage from all sources. They take no additional damage from weapons with the Slag property. ### Slow Creatures hit by a slow weapon must make a Fortitude save or have all of their movement speeds reduced by 5 ft. ### Stabilizers Some weapons get more accurate the more you use them. When making a full attack with these weapons, the penalty for full attacking is reduced by 1 on each successive attack. For example, a level 11 Soldier with the soldier's onslaught class feature would take penalties of -6, -5, -4 on their full attacks with stabilized weapons. ### Wild Wild weapons send out a spray of empowered bullets in a random pattern. All of your attacks with this weapon take a -1 penalty on their attack rolls but gain 1 additional damage dice. \pagebreakNum ## New Weapon Fusions ### Accuracy - Level 1 The accuracy fusion allows you to spend additional actions to ensure your shot will hit. By spending a move action to aim, you gain a +2 bonus on the next attack roll you make before the start of your next turn. ### Bullet Speed Boost - Level 1 This fusion increases the bullet's kinetic energy, allowing them to better impact objects. These weapons gain the Breach special property. ### Glitch: Amplify ### Glitch: Loop ### Glitch: Mutli-shot ### Glitch: Overload ### Luneshine: Boominator - Level 1-5 While wielding this weapon, all grenades and weapons with the explosive weapon property gain a damage boost based on the fusion level. | Level | Additional Damage | |:---:|:-----------:| | 1 | +2 | | 3 | +4 | | 5 | +6 | ### Luneshine: Fast Learner - Level 3 While wielding a weapon with this fusion, you gain 5% additional XP. ### Luneshine: Harden Up - Level 5 While holding this weapon your maximum stamina is 15 higher. When you pick up this item you gain 15 stamina, and when you drop or stow this item you lose 15 stamina. This cannot bring you below 0 stamina. ### Luneshine: Oxygenator - Level 1 While holding this weapon you gain a +2 insight bonus on Fortitude saves made to avoid suffocating. ### Luneshine: Piercing Rounds - Level 10 Weapons with this fusion gain a special critical hit effect. Critical hits with this weapon ignore any temporary HP the target has from any source. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or this effect. ### Luneshine: Punisher ### Luneshine: Safe Guard ### Luneshine: Serenity ### Stability Boost - Level 5 This fusion stabilizes the weapon's internal functions. This allows you to reroll up to 1 damage dice per round when attacking with this weapon. This increases to 2 dice if applied to a weapon of at least level 13. \pagebreakNum ## New Weapon Accessories ### Extended Magazine - Level 1 - 200 GP Can only be applied to weapons that have a capacity. Increase the weapon's capacity by 20%. ### Lethality Mod - Varies This mod adds flat damage to your attacks with an attached weapon. | Level | Damage Boost | Price | |:---:|:-----------:| :-: | | 3 | +1 | | 9 | +2 | | 14 | +3 | | 18 | +4 | ### Unstable Power - Level 3 - 1300 GP You remove some of the technology keeping the power core stable, but gain additional damage in exchange. The weapon gains 1 damage dice of additional damage. If you ever roll a 1 or a 2 on an attack roll with this weapon, the core fizzles out and gains the broken condition. You can spend a full round action to repair the core. \pagebreakNum # Assault Rifle - Longarm - 2 handed ___ Assault rifles are the bread and butter of any weapon combat. They are simple, effective, and relatively cheap. They are often standard issue items for military groups and can be easily mass produced for higher level combat. In Starfinder, all assault rifles are two handed longarms. Most are projectile weapons, though some may have elemental capacitors that require charge. To begin making an assault rifle, first roll on table 2.1: Manufacturers. This will give you the manufacturer of the main body of your assault rifle. Once you have your body, you can start determining the makers of the other parts for your weapon. Roll once each on table 2.1 for the weapon's stock, barrel, grip, and sight. If the body you chose can accommodate an elemental capacitor you can then roll on Table 2.2 to determine the weapon's element. If the weapon is rare enough to spawn with an accessory, roll once on table 2.4 to choose a proper weapon fusion for your weapon. Guns cannot have a weapon fusion of a higher level than the gun's level. If you roll a fusion of too high a level, roll again. If you rolled "Unique" on the rarity table, roll again on table 2.5: Unique Parts. If you rolled "Artifact" on the rarity table, roll again on table 2.6: Artifact Parts. If you roll a particular part on one of these tables it overrides any part you roll during the normal item creation. They will also list the appropriate rarity damage equation to use to generate your weapon's damage. Once you have determined all of the parts for your weapon, use tables 2.7 and 2.8 to determine the title and prefix for your gun. If you roll a Unique or Artifact part, the name of that part replaces the title from table 2.7. Examples of fully completed weapons are given at the end of the section. > ### Table 2.1: Manufacturers > | d100 | Manufacturer | > | :-: | :-: | > | 01-11 | Atlas | > | 12-30 | Bandit | > | 31-45 | Dahl | > | 46-60 | Jakobs | > | 61-75 | S&S Munitions | > | 76-88 | Torgue | > | 89-00 | Vladof |
> ### Table 2.2: Weapon Element & Special Effects > | d100 | Damage Type | Ammunition | Critical 1 | Critical 2 | Property 1 | Property 2 | > | :-: | :-: | :-: | :-: | :-: | :-: | :-: | > | 01-70 | Piercing | Longarm Rounds | Bleed (2d4) | Wound | Penetrating | Harrying | > | 71-76 | Acid | Charges | Sicken | Corrode (1d6) | Deconstruct (1d4) | Radioactive | > | 77-82 | Cold | Charges | Staggered | Pulse (1d6) | Slow | Stun | > | 83-88 | Fire | Charges | Burn (1d6) | Jet (2d4) | Ignite (1d4) | Bright | > | 89-94 | Electricity | Charges | Arc (1d6) | Electrocute | First Arc (1d4) | Polarize (1d6) | > | 95-00 | Slag | Longarm Rounds | Nauseate | Confuse | Slow | Aurora | > | - | Explosive | Longarm Rounds | Knockdown | Deafen | Explode (10 ft) | Breach |
\pagebreakNum > ### Table 2.3.A: Common AR Damage > | Lvl | d4 | d6 | d8 | d10 | d12 | d20 | > | :-: | :-: | :-: | :-: | :-: | :-: | :-: | > | 1 | 1d4 | 1d6 | 1d8 | 1d10 | 1d12 | 1d20 | > | 2 | 1d4 | 1d6 | 1d8 | 1d10 | 1d12 | 1d20 | > | 3 | 1d4 | 1d6 | 1d8 | 1d10 | 1d12 | 1d20 | > | 4 | 1d4 | 2d6 | 1d8 | 1d10 | 1d12 | 1d20 | > | 5 | 1d4 | 2d6 | 1d8 | 1d10 | 1d12 | 1d20 | > | 6 | 2d4 | 2d6 | 1d8 | 1d10 | 1d12 | 1d20 | > | 7 | 2d4 | 2d6 | 1d8 | 2d10 | 2d12 | 1d20 | > | 8 | 2d4 | 2d6 | 2d8 | 2d10 | 2d12 | 1d20 | > | 9 | 3d4 | 3d6 | 2d8 | 2d10 | 2d12 | 2d20 | > | 10 | 3d4 | 3d6 | 2d8 | 2d10 | 2d12 | 2d20 | > | 11 | 3d4 | 3d6 | 3d8 | 3d10 | 2d12 | 2d20 | > | 12 | 4d4 | 4d6 | 3d8 | 3d10 | 3d12 | 2d20 | > | 13 | 5d4 | 4d6 | 3d8 | 4d10 | 3d12 | 2d20 | > | 14 | 6d4 | 5d6 | 4d8 | 4d10 | 3d12 | 2d20 | > | 15 | 6d4 | 6d6 | 5d8 | 5d10 | 4d12 | 3d20 | > | 16 | 7d4 | 6d6 | 5d8 | 5d10 | 4d12 | 3d20 | > | 17 | 9d4 | 7d6 | 6d8 | 6d10 | 5d12 | 3d20 | > | 18 | 10d4 | 8d6 | 7d8 | 7d10 | 5d12 | 4d20 | > | 19 | 12d4 | 9d6 | 8d8 | 8d10 | 6d12 | 4d20 | > | 20 | 14d4 | 10d6 | 9d8 | 10d10 | 7d12 | 4d20 | > | 21 | 16d4 | 11d6 | 10d8 | 11d10 | 7d12 | 5d20 | > | 22 | 19d4 | 13d6 | 12d8 | 13d10 | 8d12 | 5d20 | \columnbreak > ### Table 2.3.B: Uncommon AR Damage > | Lvl | d4 | d6 | d8 | d10 | d12 | d20 | > | :-: | :-: | :-: | :-: | :-: | :-: | :-: | > | 1 | 1d4 | 1d6 | 1d8 | 1d10 | 1d12 | 1d20 | > | 2 | 1d4 | 1d6 | 1d8 | 1d10 | 1d12 | 1d20 | > | 3 | 1d4 | 1d6 | 1d8 | 1d10 | 1d12 | 1d20 | > | 4 | 1d4 | 2d6 | 1d8 | 1d10 | 1d12 | 1d20 | > | 5 | 1d4 | 2d6 | 1d8 | 1d10 | 1d12 | 1d20 | > | 6 | 2d4 | 2d6 | 1d8 | 1d10 | 1d12 | 1d20 | > | 7 | 2d4 | 2d6 | 2d8 | 2d10 | 2d12 | 1d20 | > | 8 | 2d4 | 3d6 | 2d8 | 2d10 | 2d12 | 1d20 | > | 9 | 3d4 | 3d6 | 2d8 | 2d10 | 2d12 | 2d20 | > | 10 | 3d4 | 3d6 | 2d8 | 2d10 | 2d12 | 2d20 | > | 11 | 4d4 | 4d6 | 3d8 | 3d10 | 3d12 | 2d20 | > | 12 | 4d4 | 4d6 | 3d8 | 3d10 | 3d12 | 2d20 | > | 13 | 5d4 | 5d6 | 4d8 | 4d10 | 3d12 | 2d20 | > | 14 | 6d4 | 5d6 | 4d8 | 4d10 | 4d12 | 3d20 | > | 15 | 7d4 | 6d6 | 5d8 | 5d10 | 4d12 | 3d20 | > | 16 | 8d4 | 7d6 | 5d8 | 6d10 | 4d12 | 3d20 | > | 17 | 9d4 | 7d6 | 6d8 | 7d10 | 5d12 | 4d20 | > | 18 | 11d4 | 8d6 | 7d8 | 8d10 | 6d12 | 4d20 | > | 19 | 13d4 | 9d6 | 8d8 | 9d10 | 6d12 | 4d20 | > | 20 | 15d4 | 10d6 | 9d8 | 10d10 | 7d12 | 5d20 | > | 21 | 17d4 | 12d6 | 11d8 | 12d10 | 8d12 | 5d20 | > | 22 | 20d4 | 13d6 | 13d8 | 14d10 | 9d12 | 6d20 | \pagebreakNum > ### Table 2.3.C: Rare AR Damage > |Lvl | d4 | d6 | d8 | d10 | d12 | d20 | > | :-: | :-: | :-: | :-: | :-: | :-: | :-: | > | 1 | 1d4 | 1d6 | 1d8 | 1d10 | 1d12 | 1d20 | > | 2 | 1d4 | 1d6 | 1d8 | 1d10 | 1d12 | 1d20 | > | 3 | 1d4 | 2d6 | 1d8 | 1d10 | 1d12 | 1d20 | > | 4 | 1d4 | 2d6 | 1d8 | 1d10 | 1d12 | 1d20 | > | 5 | 2d4 | 2d6 | 1d8 | 1d10 | 1d12 | 1d20 | > | 6 | 2d4 | 2d6 | 1d8 | 1d10 | 2d12 | 1d20 | > | 7 | 2d4 | 2d6 | 2d8 | 2d10 | 2d12 | 1d20 | > | 8 | 2d4 | 3d6 | 2d8 | 2d10 | 2d12 | 2d20 | > | 9 | 3d4 | 3d6 | 2d8 | 2d10 | 2d12 | 2d20 | > | 10 | 3d4 | 3d6 | 3d8 | 3d10 | 2d12 | 2d20 | > | 11 | 4d4 | 4d6 | 3d8 | 3d10 | 3d12 | 2d20 | > | 12 | 5d4 | 4d6 | 3d8 | 3d10 | 3d12 | 2d20 | > | 13 | 5d4 | 5d6 | 4d8 | 4d10 | 3d12 | 3d20 | > | 14 | 6d4 | 5d6 | 4d8 | 5d10 | 4d12 | 3d20 | > | 15 | 7d4 | 6d6 | 5d8 | 5d10 | 4d12 | 3d20 | > | 16 | 8d4 | 7d6 | 6d8 | 6d10 | 5d12 | 3d20 | > | 17 | 10d4 | 8d6 | 7d8 | 7d10 | 5d12 | 4d20 | > | 18 | 11d4 | 9d6 | 8d8 | 8d10 | 6d12 | 4d20 | > | 19 | 13d4 | 10d6 | 9d8 | 9d10 | 7d12 | 5d20 | > | 20 | 15d4 | 11d6 | 10d8 | 11d10 | 7d12 | 5d20 | > | 21 | 18d4 | 12d6 | 11d8 | 12d10 | 8d12 | 5d20 | > | 22 | 21d4 | 14d6 | 13d8 | 14d10 | 9d12 | 6d20 | \columnbreak > ### Table 2.3.D: Very Rare AR Damage > | Lvl | d4 | d6 | d8 | d10 | d12 | d20 | > | :-: | :-: | :-: | :-: | :-: | :-: | :-: | > | 1 | 1d4 | 1d6 | 1d8 | 1d10 | 1d12 | 1d20 | > | 2 | 1d4 | 1d6 | 1d8 | 1d10 | 1d12 | 1d20 | > | 3 | 1d4 | 2d6 | 1d8 | 1d10 | 1d12 | 1d20 | > | 4 | 1d4 | 2d6 | 1d8 | 1d10 | 1d12 | 1d20 | > | 5 | 2d4 | 2d6 | 1d8 | 1d10 | 1d12 | 1d20 | > | 6 | 2d4 | 2d6 | 2d8 | 2d10 | 2d12 | 1d20 | > | 7 | 2d4 | 3d6 | 2d8 | 2d10 | 2d12 | 1d20 | > | 8 | 3d4 | 3d6 | 2d8 | 2d10 | 2d12 | 2d20 | > | 9 | 3d4 | 3d6 | 2d8 | 2d10 | 2d12 | 2d20 | > | 10 | 3d4 | 4d6 | 3d8 | 3d10 | 3d12 | 2d20 | > | 11 | 4d4 | 4d6 | 3d8 | 3d10 | 3d12 | 2d20 | > | 12 | 5d4 | 5d6 | 3d8 | 4d10 | 3d12 | 2d20 | > | 13 | 6d4 | 5d6 | 4d8 | 4d10 | 4d12 | 3d20 | > | 14 | 6d4 | 6d6 | 5d8 | 5d10 | 4d12 | 3d20 | > | 15 | 8d4 | 6d6 | 5d8 | 6d10 | 4d12 | 3d20 | > | 16 | 9d4 | 7d6 | 6d8 | 6d10 | 5d12 | 4d20 | > | 17 | 10d4 | 8d6 | 7d8 | 7d10 | 6d12 | 4d20 | > | 18 | 12d4 | 9d6 | 8d8 | 9d10 | 6d12 | 4d20 | > | 19 | 14d4 | 10d6 | 9d8 | 10d10 | 7d12 | 5d20 | > | 20 | 16d4 | 12d6 | 10d8 | 11d10 | 8d12 | 5d20 | > | 21 | 19d4 | 13d6 | 12d8 | 13d10 | 9d12 | 6d20 | > | 22 | 22d4 | 15d6 | 14d8 | 15d10 | 10d12 | 6d20 | \pagebreakNum > ### Table 2.3.E: Legendary & Seraph AR Damage > |Lvl | d4 | d6 | d8 | d10 | d12 | d20 | > | :-: | :-: | :-: | :-: | :-: | :-: | :-: | > | 1 | 1d4 | 1d6 | 1d8 | 1d10 | 1d12 | 1d20 | > | 2 | 1d4 | 1d6 | 1d8 | 1d10 | 1d12 | 1d20 | > | 3 | 1d4 | 2d6 | 1d8 | 1d10 | 1d12 | 1d20 | > | 4 | 1d4 | 2d6 | 1d8 | 1d10 | 1d12 | 1d20 | > | 5 | 2d4 | 2d6 | 1d8 | 1d10 | 1d12 | 1d20 | > | 6 | 2d4 | 2d6 | 2d8 | 2d10 | 2d12 | 1d20 | > | 7 | 2d4 | 2d6 | 2d8 | 2d10 | 2d12 | 2d20 | > | 8 | 3d4 | 3d6 | 2d8 | 2d10 | 2d12 | 2d20 | > | 9 | 3d4 | 3d6 | 2d8 | 2d10 | 2d12 | 2d20 | > | 10 | 4d4 | 4d6 | 3d8 | 3d10 | 3d12 | 2d20 | > | 11 | 4d4 | 4d6 | 3d8 | 3d10 | 3d12 | 2d20 | > | 12 | 5d4 | 5d6 | 4d8 | 4d10 | 3d12 | 2d20 | > | 13 | 6d4 | 5d6 | 4d8 | 4d10 | 4d12 | 3d20 | > | 14 | 7d4 | 6d6 | 5d8 | 5d10 | 4d12 | 3d20 | > | 15 | 8d4 | 7d6 | 6d8 | 6d10 | 5d12 | 3d20 | > | 16 | 9d4 | 8d6 | 6d8 | 7d10 | 5d12 | 4d20 | > | 17 | 11d4 | 9d6 | 7d8 | 8d10 | 6d12 | 4d20 | > | 18 | 12d4 | 10d6 | 8d8 | 9d10 | 6d12 | 5d20 | > | 19 | 15d4 | 11d6 | 10d8 | 10d10 | 7d12 | 5d20 | > | 20 | 17d4 | 12d6 | 11d8 | 12d10 | 8d12 | 5d20 | > | 21 | 20d4 | 14d6 | 13d8 | 14d10 | 9d12 | 6d20 | > | 22 | 23d4 | 15d6 | 14d8 | 16d10 | 10d12 | 7d20 | \columnbreak > ### Table 2.3.F: Pearlescent AR Damage (Unfinished) > | Lvl | d4 | d6 | d8 | d10 | d12 | d20 | > | :-: | :-: | :-: | :-: | :-: | :-: | :-: | > | 1 | 1d4 | 1d6 | 1d8 | 1d10 | 1d12 | 1d20 | > | 2 | 1d4 | 2d6 | 1d8 | 1d10 | 1d12 | 1d20 | > | 3 | 1d4 | 2d6 | 1d8 | 1d10 | 1d12 | 1d20 | > | 4 | 2d4 | 2d6 | 1d8 | 1d10 | 1d12 | 1d20 | > | 5 | 2d4 | 2d6 | 1d8 | 1d10 | 2d12 | 1d20 | > | 6 | 2d4 | 2d6 | 2d8 | 2d10 | 2d12 | 1d20 | > | 7 | 2d4 | 3d6 | 2d8 | 2d10 | 2d12 | 2d20 | > | 8 | 3d4 | 3d6 | 2d8 | 2d10 | 2d12 | 2d20 | > | 9 | 3d4 | 4d6 | 3d8 | 3d10 | 2d12 | 2d20 | > | 10 | 4d4 | 4d6 | 3d8 | 3d10 | 3d12 | 2d20 | > | 11 | 4d4 | 4d6 | 3d8 | 3d10 | 3d12 | 2d20 | > | 12 | 5d4 | 5d6 | 4d8 | 4d10 | 3d12 | 3d20 | > | 13 | 6d4 | 6d6 | 4d8 | 5d10 | 4d12 | 3d20 | > | 14 | 7d4 | 6d6 | 5d8 | 5d10 | 4d12 | 3d20 | > | 15 | 8d4 | 7d6 | 6d8 | 6d10 | 5d12 | 4d20 | > | 16 | 10d4 | 8d6 | 7d8 | 7d10 | 5d12 | 4d20 | > | 17 | 11d4 | 9d6 | 8d8 | 8d10 | 6d12 | 4d20 | > | 18 | 13d4 | 10d6 | 9d8 | 9d10 | 7d12 | 5d20 | > | 19 | 15d4 | 11d6 | 10d8 | 11d10 | 8d12 | 5d20 | > | 20 | 18d4 | 13d6 | 11d8 | 12d10 | 8d12 | 6d20 | > | 21 | 21d4 | 14d6 | 13d8 | 14d10 | 9d12 | 6d20 | > | 22 | 24d4 | 16d6 | 15d8 | 16d10 | 11d12 | 7d20 | \pagebreakNum ## Manufacturers ### Atlas - **Body:** Atlas bodies have an on board targeting system, which grants the weapon the Guided special property. Atlas weapons can have elements, roll once on table 2.2 for the weapon's element. Atlas rifles have a bulk of 2. - **Stock:** Atlas stocks grant the weapon the 1st critical hit effect. - **Barrel:** Atlas barrels use the d20 damage track and have a useage of 8 charges or 4 rounds. - **Grip:** Atlas grips have a capacity of 80 charges or 24 rounds. - **Sight:** Atlas sights have a range of 100 ft. ### Bandit - **Body:** Bandit bodies double the weapon's capacity. Bandit weapons can have elements, roll once on table 2.2 for the weapon's element. Bandit rifles have a bulk of 2. - **Stock:** Bandit stocks grant the weapon the 1st weapon special property. - **Barrel:** Bandit barrels use the d4 damage track and have a useage of 2 charges or 1 round. - **Grip:** Bandit grips have a capacity of 100 charges or 30 rounds. - **Sight:** Bandit sights have a range of 60 ft. ### Dahl - **Body:** Dahl bodies fire multiple shots when aimed properly; all Dahl bodied weapons gain the Boost (1d8) special property. Dahl weapons can have elements, roll once on table 2.2 for the weapon's element. Dahl rifles have a bulk of 1. - **Stock:** Dahl stocks give the weapon the 1st critical hit effect. - **Barrel:** Dahl barrels use the d6 damage track and have a useage of 2 charges or 1 round. - **Grip:** Dahl grips have a capacity of 60 charges or 18 rounds. - **Sight:** Dahl sights have a range of 80 ft. \columnbreak ### Jakobs - **Body:** Jakobs bodies give the weapon the Automatic special quality. Jakobs rifles always deal piercing damage and have a bulk of 1. - **Stock:** Jakobs stocks give the 2nd weapon special property. - **Barrel:** Jakobs barrels use the d10 damage track and have a useage of 5 charges or 2 rounds. - **Grip:** Jakobs grips have a capacity of 40 charges or 12 rounds. - **Sight:** Jakobs sights have a range of 120 ft. ### S&S Munitions - **Body:** S&S bodies give the weapon the Unwieldy special property, but are treated as 1 level higher when determining damage. S&S rifles can have an element, roll once on table 2.2 for the weapon's element. S&S rifles have a bulk of 1. - **Stock:** S&S stocks do not give a weapon effect. - **Barrel:** S&S barrels use the d8 damage track and have a useage of 3 charges or 1 round. - **Grip:** S&S grips have a capacity of 100 charges or 30 rounds. - **Sight:** S&S sights have a range of 40 ft. ### Torgue - **Body:** Torgue bodies give the weapon the Explode (piercing damage, 5 ft.) special quality, but are treated as 1 level lower when determining damage. Torgue rifles use the Explosive damage type row and have a bulk of 2. - **Stock:** Torgue stocks give the 1st weapon special property. - **Barrel:** Torgue barrels use the d12 damage track and have a useage of 5 charges or 3 rounds. - **Grip:** Torgue grips have a capacity of 60 charges or 18 rounds. - **Sight:** Torgue sights have a range of 40 ft. \pagebreakNum ### Vladof - **Body:** Vladof weapons have the Rapid Fire special property. Vladof rifles can have elements, roll once on table 2.2 for the weapon's element. Vladof rifles have a bulk of 1. - **Stock:** Vladof stocks give the 2nd critical hit effect - **Barrel:** Vladof has two barrels. Standard Vladof barrels use the d6 damage track and have a useage of 1 charge or 1 round. - **Grip:** Vladof grips have a capacity of 80 charges or 24 rounds. - **Sight:** Vladof sights have a range of 100 ft. > ### Table 2.4: Accessories > | d100 | Fusion | Accessory | > | :-: | :-: | :-: | > | 01-13 | Accurate | > | 14-28 | | Bayonet Bracket (Light) * | > | 29-42 | Bullet Speed Boost | > | 43-56 | | Lethality Mod | > | 57-72 | | Extended Magazine | > | 73-86 | Stability Boost | > | 87-00 | | Unstable Core | > * Note: Bayonet Brackets come pre-installed with a unique weapon that deals damage as a sword cane of the highest level lower than the level of the gun. \columnbreak ### E-tech Barrels E-tech barrels are unique barrels that provide a specific effect based on the body type they are attached to. They typically completely change the function of the gun, giving it bizarre and alien abilities. E-tech weapons always use charges, regardless of their damage type. E-tech barrels always use the d10 damage track and have a useage of 3 charges. - **Atlas Body:** Atlas E-tech guns don't shoot normal bullets or lasers, but instead launch sticky orbs that traps their target. This acts as the Entangle special property, but the target receives a Reflex save (DC = 10 + weapon's item level + the attacker's Dexterity modifier) to avoid the effect. - **Bandit Body:** E-tech Bandit weapons lay down a hail of laser fire as the Automatic weapon property. - **Dahl Body:** Dahl weapons with E-tech barrels fire a spread of bullets in an arc in front of the user. When you use the Dahl boost special property, you can choose to deal half damage to all targets in front of you as the Blast special property. - **Jakobs Body:** Jakobs E-tech rifles are devastating and gain the Severe Wound critical hit property. If the weapon already has a critical hit effect, you may choose which effect triggers when you roll a critical hit. - **S&S Munitions Body:** The lasers shot by S&S rifles with E-tech barrels pass through their targets, giving this weapon the Line special property. - **Torgue Body** Torgue weapons with E-tech barrels have unique explosive rounds that allow the wielder to knock their target around. This acts as the Gravitation special property (5 ft.), but you can move the target in any direction. - **Vladof Body** Vladof E-tech rifles have bouncing bullets. These weapons gain the Ricochet special property. \pagebreakNum > ### Table 2.5: Unique Parts > | d100 | Part | > | :-: | :-: | > | 01-17 | E-tech Barrel | > | 18-24 | Meat Grinder | > | 25-30 | Boom Puppy | > | 31-35 | Sentinel | > | 36-40 | Boss Nova | > | 41-44 | Kitten | > | 45-49 | Stinkpot | > | 50-54 | Damned Cowboy | > | 55-58 | Evil Smasher | > | 59-62 | Hail | > | 63-68 | Ol' Painful | > | 69-72 | Rapier | > | 73-78 | Scorpio | > | 79-72 | Cry Baby | > | 83-86 | Ice Scream | > | 87-90 | Stomper | > | 91-94 | Wallop | > | 95-98 | Spear | > | 99-00 | CHOPPER | \columnbreak > ### Table 2.6: Artifact Parts > | d100 | Part | > | :-: | :-: | > | 01-06 | Bastard | > | 07-13 | Destroyer | > | 14-19 | Draco | > | 20-26 | Fusillade | > | 27-32 | Guardian | > | 33-39 | Hammer Buster | > | 40-45 | KerBlaster | > | 46-52 | Madhous! | > | 53-59 | Mug Shot | > | 60-65 | Ogre | > | 66-71 | Raven | > | 72-78 | Revolution | > | 79-84 | Shredifier | > | 85-90 | Veruc | > | 91-92 | Lead Storm | > | 93-94 | Seeker | > | 95-96 | Seraphim | > | 97 | Avenger | > | 98 | Bearcat | > | 99 | Bekah | > | 00 | Serpens | \pagebreakNum ## Named Assault Rifle Parts ### Avenger - Pearlescent Grip **Uncommon Power** The Avenger grip has a capacity of 40 charges or 12 rounds. The Avenger regenerates 1 charge each round and 1 round every 3 rounds. The Avenger is treated as 1 level higher when determining damage dice. ### Bastard - Legendary Barrel **TORGUE! Bastard Guns for Bastard People!** The Bastard barrel uses the d12 damage track and uses 8 charges or 4 rounds. The Bastard is treated as 1 level higher when determining damage dice. ### Bearcat - Pearlescent Body **I love the smell of popcorn in the morning.** Always spawns with the fire element. Bullets travel normally for the first 1/2 of their range. After reaching 1/2 of their normal range, they Explode for 1/2 damage in a 15 foot burst. This burst occurs if the original bullet missed its mark or if it was shot at a distant enemy. This acts in all other ways as a Dahl barrel. ### Bekah - Pearlescent Stock **Shoot them in the face. Twice.** The Bekah gives the weapon the first critical hit effect. The Bekah gains a bonus on all damage rolls equal to the shot distance divided by 10 (minimum 0). ### Boom Puppy - Rare Barrel **Boom! Boom! Boom! BOOM! BOOOM!!!! GOOD DOGGY!!!** The Boom Puppy barrel uses the d12 damage track, changes the ammunition to shells (use the capacity for rounds), uses 6 shells per shot, and is unwieldy. The Boom Puppy cannot spawn on a Jakobs body. Even if the Boom Puppy has an elemental capacitor it still uses shells as ammunition. Each shot launches a bouncing grenade that explodes each round for 3 rounds. This grenade targets like a thrown weapon and explodes with 5 ft. radius. After it explodes, it bounces 10 feet in a random direction according to the rules for missing with a thrown weapon. After bouncing 3 times it disappears. Unique prefix "Tiny Tina's". \columnbreak ### Boss Nova - Rare Grip **BWAAAA BWAAAAA BWUUUMMMM!** The Boss Nova grip has a capacity of 100 charges or 30 rounds. When an attack with the Boss Nova misses, it instead explodes and deals half damage to all enemies in a 5 foot radius around the intended target. They receive a reflex saving throw to avoid this damage. A successful saving throw negates all damage. Plays dubstep while firing. ### CHOPPER - Rare Grip **Get to it.** The CHOPPER grip has a capacity of 150 charges or 45 rounds. The grip adds the Automatic weapon property and can only be used in automatic mode. ### Cry Baby - Rare Body **I-i-i-saac.** The Cry Baby acts in all ways as a Bandit body with one additional effect. Roll on the following table to determine the exact effect for that gun. If the weapon gains a second critical hit effect in this way, it overwrites the old effect. | d6 | Effect | Prefix | | :-: | :-: | :-: | | 1 | Automatic | #1 | | 2 | Line | Fletched | | 3 | Burst | Monstro's | | 4 | Boost (1d10) | Chocolatey | | 5 | Rapid Reload | Bloody | | 6 | Knockdown | Toothy | ### Damned Cowboy - Rare Body **Speak Softly. Carry This.** A Damned Cowboy is treated as 1 level higher for damage calculations and gains the unwieldy property. The Damned Cowboy body acts in all other ways as a Jakobs body, but does not gain the automatic property. \pagebreakNum ### Destroyer - Legendary Scope **The destructor has come** The Destroyer has a base range of 100 ft. The Destroyer allows you to make a unique Automatic attack. When making an automatic mode attack with this weapon, the start of the 50 ft. cone is any square 50 ft. away from you and must face away from you. You then attack all enemies within this cone as standard for the Automatic ability. ### Draco - Very Rare Grip **Dragon Fire!** The Draco gives a capacity of 100 charges and always spawns with the fire element. Gives the weapon the Burn special weapon property that procs on rolls of both 19 and 20. Rolling a 19 does not activate other critical hit effects or double the weapon's base damage. See page 3 for the Burn damage. ### Evil Smasher - Rare Grip **Evil will be SMASHED!!! WITH SMASHING!!! EVIL!!! SMASH!!! ER!!!** The Evil Smasher acts in all ways as a Torgue grip. When reloading, roll a d20. If you roll a 17 or higher, that clip of ammunition deals 1 additional damage dice. ### Fusillade - Legendary Stock Provides a +1 insight bonus on attack rolls. Treat the Fusillade as 1 level higher for calculating damage dice. ### Guardian - Legendary Grip **Hold your ground... Forever.** The Guardian grip has a capacity of 60 charges or 18 rounds. The Guardian recharges itself at a rate of 1 charge per round or 1 round per three rounds. ### Hail - Rare Body **What plaything can you offer me today?** The Hail body is manufactured by Vladof and always spawns with an elemental capacitor and has a bulk of 1. When you roll on the elemental capacitor table continue rolling until you get an element. The Hail ignores any soft or partial cover that can be shot over, such as a low wall or an ally. This weapon always spawns with the first critical hit effect for its element type. \columnbreak ### Hammer Buster - Legendary Scope **Gar! Gorarr! My dad's a scientist! GWARRRR!!!!** The Hammer Buster has a range of 70 ft. The weapon gains the Severe Wound special quality. ### Ice Scream - Rare Grip **Winter is numbing.** The Ice Scream grip has a capacity of 80 charges. Always spawns with the cold element and has the Staggered critical hit modifier. Plays ice cream truck music while firing. ### Kitten - Rare Barrel **We're all mad here. I'm mad. You're mad.** The Kitten uses the d6 damage track and has a useage of 1 charge. Always has an element and cannot spawn on a Torgue or Jakobs body. A successful hit with the Kitten heals 1 stamina per damage dice. ### KerBlaster - Legendary Barrel **Torgue got more BOOM!** The KerBlaster uses the d6 damage track and has a useage of 5 charges or 3 rounds. When you hit a target, the bullet drops a grenade (Explode [same damage, 10 ft.]) on one of the corners of the target's square. This grenade explodes at the beginning of your next turn. ### Lead Storm - Seraph Body **What a glorious feeling!** The Lead Storm acts in all ways as a Vladof body. Attacks with the lead storm ignore soft or partial cover that can be shot over, such as a teammate or a low wall. ### Madhous! - Legendary Body **It's a Madhouse! A MADHOUSE!!!** The Madhous! body acts as a Bandit body. Additionally, it gains the Wild special property. ### Meat Grinder - Rare Grip **War is in your blood** The Meat Grinder has a capacity of 200 charges or 60 rounds. \pagebreakNum ### Mug Shot - Legendary Body **Does your face hurt? It's killin' me...** The Mug Shot always deals explosive damage and deals damage as if it were 1 level higher. It otherwise acts as the Dahl body, including the Boost (1d8) special property. ### Ogre - Legendary Barrel **Ogre SMASH!** The Ogre uses the d12 damage track and has a useage of 3 rounds. Always no element, has the Explode (5 ft.) weapon property. Treat the Ogre as 1 level higher when determining damage dice. ### Ol'Painful - Rare Barrel **Come on in... Ol' Painful is waiting.** The Ol'Painful must spawn with the fire element. It uses the d10 damage track, but calculate the final damage using Table 3.3 instead of Table 2.3. Shoots lasers instead of bullets. ### Rapier - Rare Accessory - Level 7 **As I end the refrain, thrust home.** The Rapier acts as the Bayonet Bracket accessory. The Rapier gives you a bonus on melee damage rolls with the Rapier equal to the weapon's level, but makes you vulnerable to all melee damage while you are holding the weapon. Unique prefix "Captain Blade's". ### Raven - Legendary Stock **2 more bullets make all the difference** The Raven acts as a Dahl stock and also grants the weapon the Boost (1d10) special property. This overwrites any Boost already on the weapon. The Raven can "super boost" by continuing to use either move or standard actions to charge the weapon. For each action used this way, add 1d10 to the boost damage. This can be used to a maximum total boost damage of 5d10. ### Revolution - Legendary Grip **Guns of the Revolution will never fall silent!** The Revolution gives a capacity of 150 charges or 45 rounds. Increase the damage dice by one step (d4 to d6, d6 to d8 etc.) to a maximum of d20. \columnbreak ### Scorpio - Rare Stock **Say not in grief: "He is no more." but live in thankfulness that he was.** This stock acts as the Dahl stock. Weapons with the Scorpio stock always have the Boost (1d8) special weapon property. If the weapon already has the boost property, the damage increases to 2d8. ### Seeker - Seraph Scope **Oh, yeah, that's fair...** The Seeker has a range of 30 feet. Provides a +1 circumstance bonus on attack rolls and ignores partial cover, soft cover, and concealment (but not improved cover, total cover, or total concealment). ### Sentinel - Rare Scope **A watchful eye** The sentinel has a range of 120 ft. Reloading this weapon is one action faster (Standard action becomes a move action, move action becomes a swift action, swift action becomes a free action). ### Seraphim - Seraph Barrel **Holy? Holy? Holey!** The Seraphim uses the d6 damage progression and consumes one charge. Always spawns with the fire element. Shoots lasers. ### Serpens - Pearlescent Barrel **Poison in your veins** The Serpens uses the d10 damage progression and uses 2 charges. Always deals acid damage. Bullets snake around cover, reducing soft or partial cover to no cover and full cover to partial cover. ### Shredifier - Legendary Stock **Speed Kills.** The Shredifier adds the Rapid Fire weapon property and the first weapon special property for the weapon's element. If the weapon already had the Rapid Fire special property, the stacking penalty is reduced to -2. \pagebreakNum ### Spear - Rare Barrel **Useful for kicking Hector's bitch ass.** The Spear barrel uses the d10 damage track, has a useage of 5 charges or 2 rounds, and is treated as 1 level higher for calculating damage. Unique prefix "Ajax's". ### Stinkpot - Rare Barrel **We're pirates, we don't follow the rules** The Stinkpot barrel uses the d10 damage track, changes the ammunition to shells (use the capacity for rounds), and uses 4 shells per shot. The Stinkpot always deals acid damage, and gains the Explode (10 ft.) special property. ### Stomper - Rare Scope **Oh, sorry, was that your head?** The Stomper has a range of 120 ft. and gives the weapon the Wound and special quality. ### Veruc *or* Major Tom - Legendary Body **I want that rifle, Daddy!** or **Destroy the martian spiders!** This acts in all ways as a Dahl body. When you use the Boost special ability, you also attack two additional targets who are adjacent to your primary target. Roll one standard attack roll and compare the result to all three of their AC values. ### Wallop - Rare Scope **Packs one hell of a...** The Wallop has a range of 70 ft. and gives the weapon the Sniper (500 ft.) special quality. \pagebreakNum
### Table 2.7: Weapon Title | Barrel \ Body | Atlas | Bandit | Dahl | Jakobs | S&S | Torgue | Vladof | |:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | Atlas | Aspis | Biggy Gun | Phalanx | Lawman | Stomper | Pike | Warrior | | Bandit | Rifle | Mashine Gun | Rifle | Rifle | Rifle | Rifle | Rifle | | Dahl | Doru | Carbene | Carbine | Scarab | Mauler | Root | Renegade | | E-tech | Blaster | BlASSter | Blaster | Blaster | Blaster | Blaster | Blaster | | Jakobs | Sarrisae | Ass Beeter! | Defender | Rifle | Havoc | Lance | Guerilla | | S&S | Xiphos | Rafle | Flare | Nimbus | Machine Gun | Pulser | Body | | Torgue | Kontos | Rokets! | Grenadier | Cannon | Pounder | Torpedo | Rocketeer | | Vladof | Xyston | Spinigun | Minigun | Gatling Gun | Machine Gun | Spitter | Spinigun | ### Table 2.8: Weapon Prefix Note: Read this chart from top to bottom. The first row that has a feature of the weapon determines the weapon's prefix. | Feature \ Body | Atlas | Bandit | Dahl | Jakobs | S&S | Torgue | Vladof | |:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | Accurate | Distinguishing | Akurate | Scout | Deadshot | Intense | Rigorous | Severe | | Bayonet Bracket | Impaling | Nifed | Breach | Razor | Slicing | Stabbing | Skewering | | Bullet Speed Boost | Surpassing | Fast Bullets | Deep | Cowboy | Deathly | Slippery | Swift | | Lethality Mod | Optimal | Nassty | Attack | Boss | Shattering | Nasty | Ferocious | | Extended Magazine | Maximal | Expandifide | Onslaught | Flush | Big | Plump | Expansive | | Stability Boost | Prevailing | Taktical | Patrol | Horse | Stable | Rhythmic | Resolute | | Unstable Core | Supreme | Wyld Asss | Feral | Wild | Frantic | Wild | Rabid | | Acid Element | Pestilent | Crudy | Corrosive | - | Caustic | - | Corrosive | | Cold Element | Chilling | Frosty | Ice | - | Frosty | - | Frozen | | Electric Element | Fulgurating | Zapper | Sapping | - | Static | - | Sapping | | Fire Element | Combustion | Fire Fire | Incendiary | - | Incendiary | - | Hot | | Slag Element | Erupting | Slaged | Slag | - | Retching | - | Slag | | Unique Prefix | - | - | - | - | - | - | - | | Atlas Grip | Noteworthy | Pricey | Captain | Sheriff's | AR540 | Studded | Gloomy | | Bandit Grip | Forever | Bandity | Reserve | Filled | CR340 | Lumpy | Forlorn | | Dahl Grip | Solid | Greesy | Smooth | Slick | AR520 | Slippery | Woeful | | Jakobs Grip | High-Caliber | Hevy | Heavy | Ornery | TCH24 | Hard | Oppressed | | S&S Grip | Constant | Thack | Wide | 8-Shooting | HLK590 | Pulsing | Tragic | | Torgue Grip | Impressive | Hurty | Skirmish | Leather | HVY490 | Thick | Grim | | Vladof Grip | Pearly | Shooty | Blitz | Fast | HLK20 | Wanton | Angry |
\pagebreakNum ## Example Weapons ### Combustion Sarrisae - Level 1 ##### Rolls ___ - **Rarity:** Common - **Body:** Atlas - **Stock:** Torgue - **Barrel:** Jakobs - **Grip:** Torgue - **Sight:** Vladof - **Element:** Fire - **Accessory:** None ##### Stats ___ - **Damage:** 1d10 F - **Range:** 80 ft. - **Critical:** None - **Capacity:** 18 rounds - **Useage:** 1 round - **Bulk:** 2 - **Properties:** Guided, Ignite (1d4) ### Hard Rifle - Level 10 ##### Rolls ___ - **Rarity:** Uncommon - **Body:** Torgue - **Stock:** S&S Munitions - **Barrel:** Bandit - **Grip:** Jakobs - **Sight:** Vladof - **Element:** None - **Accessory:** None ##### Stats ___ - **Damage:** 5d4 C - **Range:** 100 ft. - **Critical:** None - **Capacity:** 40 charges - **Useage:** 2 charges - **Bulk:** 2 - **Properties:** Explode (5ft) \columnbreak ### Frantic Revolution - Level 12 ##### Rolls ___ - **Rarity:** Artifact - **Body:** S&S Munitions - **Stock:** Dahl - **Barrel:** Torgue - **Grip:** Revolution - **Sight:** Atlas - **Element:** Slag - **Accessory:** Unstable Core ##### Stats ___ - **Damage:** 2d20 P - **Range:** 100 ft. - **Critical:** Nauseate - **Capacity:** 45 rounds - **Useage:** 3 rounds - **Bulk:** 1 - **Properties:** Slag, Unstable Core Accessory ### Fletched Cry Baby - Level 17 ##### Rolls ___ - **Rarity:** Unique (Rare) - **Body:** Cry Baby - **Stock:** Bandit - **Barrel:** Bandit - **Grip:** S&S Munitions - **Sight:** Jakobs - **Element:** None - **Accessory:** None ##### Stats ___ - **Damage:** 10d4 P - **Range:** 120 ft. - **Critical:** none - **Capacity:** 60 rounds - **Useage:** 1 round - **Bulk:** 2 - **Properties:** Line, Penetrating - \pagebreakNum # Laser Rifle - Longarm - 2 handed ___ Laser rifles are incredibly varied. All of the different manufacturers have developed wildly different laser focusing devices and laser generation technologies. Unlike other weapon types, laser rifles do not come with attachments or accessories to augment their effects. > ### Table 2.1: Manufacturers > | d100 | Manufacturer | > | :-: | :-: | > | 01-16 | Atlas | > | 17-42 | Dahl | > | 43-61 | Hyperion | > | 62-80 | Maliwan | > | 81-85 | S&S Munitions | > | 86-00 | Tediore |
> ### Table 2.2: Weapon Element & Special Effects > | d100 | Element | Ammunition | Critical 1 | Critical 2 | Property 1 | Property 2 | > | :-: | :-: | :-: | :-: | :-: | :-: | :-: | > | 01-15 | Acid | Charges | Sicken | Corrode (1d6) | Deconstruct (1d4) | Radioactive | > | 16-23 | Cold | Charges | Staggered | Pulse (1d6) | Slow | Stun | > | 24-83 | Fire | Charges | Burn (1d6) | Jet (2d4) | Ignite (1d4) | Bright | > | 84-93 | Electricity | Charges | Arc (1d6) | Electrocute | First Arc (1d4) | Harrying | > | 94-00 | Slag | Charges | Nauseate | Confuse | Penetrating | Aurora |
\pagebreakNum ## Manufacturers ### Atlas - **Body:** Atlas laser bodies have on-board targeting systems, which give the weapon the Guided special property. Atlas lasers have a bulk of 2. - **Barrel:** Atlas lasers shoot a huge glob of energy that explodes on contact, giving them the Explode (10 ft.) special property. Atlas barrels use the d20 damage track and consume 10 charges. - **Grip:** Atlas grips have a capacity of 80 charges. - **Stock:** Atlas stocks grant the weapon the 1st critical hit effect. - **Scope:** Atlas sights have a range of 100 ft. ### Dahl - **Body:** Dahl bodies can shoot multiple shots at once if aimed properly. This gives all Dahl lasers the Boost (1d8) special property. Dahl lasers have a bulk of 1. - **Barrel:** Dahl barrels do not give a special ability to the laser fire. Dahl barrels use the d6 damage track and have a useage of 2 charges. - **Grip:** Dahl grips have a capacity of 60 charges. - **Stock:** Dahl stocks give the weapon the 1st critical hit effect. - **Scope:** Dahl scopes have a range of 80 ft. ### Hyperion - **Body:** Hyperion laser bodies give their weapons the Stabilizers special property. Hyperion lasers have a bulk of 1. - **Barrel:** Hyperion laser barrels have a focusing crystal that changes the beam into a rail gun. Hyperion barrels use the d12 damage track and gain the Unwieldy and Sniper (200 ft) special properties. Hyperion barrels have a useage of 5 charges. - **Grip:** Hyperion grips have a capacity of 80 charges. - **Stock:** Hyperion stocks give the 1st special weapon property. - **Scope:** Hyperion scopes have a range of 120 ft. ### Maliwan - **Body:** Maliwan laser bodies always burst with additional elemental damage, which act as the First Arc (1d6) special weapon property. Maliwan lasers have a bulk of 2. - **Barrel:** Maliwan lasers are continuous beams of energy, which grant the weapon the Line special property. Maliwan lasers use the d8 damage track and have a useage of 3 charges. - **Grip:** Maliwan grips have a capacity of 40 charges. - **Stock:** Maliwan stocks give the 2nd critical hit effect. - **Scope:** Maliwan scopes have a range of 60 ft. \columnbreak ### S&S Munitions - **Body:** S&S laser bodies shoot lightning instead of the traditional laser bolts. Their weapons always have the First Arc property and can only spawn with the Electricity element. - **Barrel:** S&S barrels have alternating filters which alter the energy passing through them. This gives the resulting weapon the Polarize (1d8) special property. S&S barrels use the d4 damage track and have a useage of 1 charge. - **Grip:** S&S grips have a capacity of 100 charges. - **Stock:** S&S stocks give the 2nd special weapon property. - **Scope:** S&S scopes have a range of 40 ft. ### Tediore - **Body:** All Tediore weapons have the Explosive Reload special property. Tediore lasers have a bulk of 2. - **Barrel:** Tediore lasers fire a spray of lasers in a wide cone, giving them the Blast special property. Tediore lasers use the d10 damage track and have a useage of 3 charges. - **Grip:** Tediore grips have a capacity of 60 charges. - **Stock:** Tediore stocks give the 1st special weapon property. - **Scope:** Tediore scopes have a range of 40 ft. \pagebreakNum > ### Table 2.5: Unique Parts > | d100 | Part | > | :-: | :-: | > | 01-11 | Bright Spadroon | > | 12-21 | E-GUN | > | 22-32 | Firestarta | > | 33-42 | Freezeasy | > | 43-53 | MINAC's Atonement | > | 54-63 | Mining Laser | > | 64-74 | Laser of Enlightenment | > | 75-84 | Vandergraffen | > | 85-95 | Vibra-Pulse | > | 96-00 | Ol' Rosie | > ### Table 2.6: Artifact Parts > | d100 | Part | > | :-: | :-: | > | 01-14 | Absolute Zero | > | 15-28 | Cat O' Nine Tails | > | 29-42 | Laser Disker | > | 43-56 | Longest Yard | > | 57-70 | Min Min Lighter | > | 71-84 | Thunderfire | > | 85-98 | The ZX-1 | > | 99-00 | Excalibastard | \pagebreakNum ## Named Laser Parts ### Absolute Zero - Legendary Barrel **In this universe, there is only one absolute.** The Absolute Zero is a Maliwan barrel that grants the weapon the Line special weapon property. The Absolute Zero can only have a Cold element, uses the d20 damage track, has a useage of 10 charges, and reduces the total range of the weapon by 1/2. ### Bright Spadroon - Unique Scope **The elegant way to be clumsy and random.** The Bright Spadroon gives the weapon a base range of 5 feet. When firing the Bright Spadroon, you do not provoke attacks of opportunity. ### Cat O' Nine Tails - Legendary Grip **The cat's out of the bag.** The Cat O' Nine Tails grip has a capacity of 60 charges. Shots from the Cat O' Nine Tails have the Ricochet special property. Instead of the standard attack after hitting a wall, it instead reflects as if it had a range of 15 feet and the Burst special property. ### E-GUN - Unique Body **Kills ghosts, apparently.** The E-GUN acts in all ways as a Dahl body. It always deals piercing damage (see table 2.2 for critical and properties for piercing damage weapons). The E-GUN still uses charges. ### Excalibastard - Legendary Accessory - Level 15 **Thou art most badass.** The Excalibastard acts as the Bayonet Bracket accessory. This accessory cannot be on weapons of less than level 15. Always deals cold damage and has the staggered critical hit effect (in addition to whatever effect it gains from the weapon's stock). The gun's critical hit effects trigger on both ranged attacks and melee attacks with this weapon. If you have a melee weapon with a critical hit effect installed in the Bayonet Bracket, you must choose which critical hit effect to trigger each time you roll a critical hit. \columnbreak ### Firestarta - Unique Stock **Start some trouble.** The Firestarta always deals fire damage and has the Burn (2d6) critical hit property. The Firestarta triggers its critical hit effects on rolls of 18, 19 and 20, though a 18 or 19 does not count as a critical roll for any other abilities. ### Freezeasy - Unique Barrel **Freeze them to save them!** The Freezeasy acts in all ways as a Maliwan barrel, but can only spawn with the cold element. The Freezeasy always has the Slow weapon property in addition to any other abilities it gets. ### Laser Disker - Legendary Barrel **Shazbot!** The Laser Disker barrel gives the weapon the Explode (10 ft.) special property. The Laser Disker uses the d8 damage track for a rocket launcher of the same level. The Laser Disker consumes 5 charges. ### Longest Yard - Legendary Body **Impressive.** Weapons with the Longest Yard body have the Unwieldy special property, double the range increment, and deal damage as a weapon 1 level higher. The Longest Yard otherwise acts as a Hyperion body. ### Min Min Lighter - Legendary Barrel **Approached but never identified.** The Min Min Lighter only deals electricity damage, uses the d6 damage track, and consumes 5 charges per shot. The Min Min Lighter fires balls of electricity that damage all nearby creatures. When you fire the Min Min Lighter, place a token on the map less than 10 feet away from you to represent the ball of electricity. All creatures within 5 feet of the ball take the listed damage. If the target succeeds at a Reflex save, they take half damage. At the start of your turn, all of the tokens that you created move 5 feet in a random direction as if you had missed with a thrown weapon (see the Actions in Combat section of the CRB for rules on missing with a thrown weapon). After moving 5 times, the ball of electricity disappears. \pagebreakNum ### MINAC's Atonement - Unique Stock **I'm not always that dangerously homicidal…** The MINAC's Attonement fires a bullet with a random element for every shot. When you fire this weapon, roll 1d4 and choose the appropriate element from the table below. | d4 | Element | |:---:|:-----------:| | 1 | Acid | | 2 | Cold | | 3 | Electricity | | 4 | Fire | ### Mining Laser - Unique Barrel **PROTOTYPE - Authorized personnel only.** When firing the Mining Laser beyond its first range increment, you can also attack one additional target adjacent to your first target. Roll one attack roll and compare the result to both AC values. The Mining Laser otherwise acts as a Hyperion barrel. ### Ol' Rosie - Unique Barrel **Every thorn has its rose.** The Ol' Rosie acts as a Maliwan barrel. The Ol' Rosie also has the Polarize (1d8) special property. Polarize damage with this weapon does not reset at the start of a round, instead it resets at the end of your turn if you did not hit the target during your turn. ### Laser of Enlightenment - Unique Stock **Burn away the impurities of ignorance.** The Laser of Enlightenment can only spawn with the Fire damage type. This stock grants the weapon the Ignite (3d4) special weapon property. Special prefix: Tanis'. ### Thunderfire - Legendary Stock **Light 'em up.** The Thunderfire can only spawn with the Fire damage type. This stock grants the weapon the First Arc (1d8) special weapon property. The First Arc deals Electricity damage. \columnbreak ### Vandergraffen - Unique Body **I'm a fan of the flow.** The Vandergraffen acts in all ways as a Tediore body but can only spawn with the Shock element. ### Vibra-Pulse - Unique Grip **Why not turn me on?** The Vibra-Pulse has a capacity of 40 charges. Each shot fired from the Vibra-Pulse heals the holder for 1d6 stamina. ### The ZX-1 - Legendary Stock **Replay!** Each time you hit an enemy with the ZX-1, you gain a stacking +1 attack bonus against that target. The bonus resets to zero if you shoot another enemy with any weapon. \pagebreakNum
### Table 3.7: Weapon Title | Barrel \ Body | Atlas | Dahl | Hyperion | Maliwan | S&S | Tediore | |:---:|:---:|:---:|:---:|:---:|:---:|:---:| | Atlas | Targeted Strike | Airstrike | Called Strike | Strike | Eridian Cannon | Rizer Strike | | Dahl | Strike Blaster | Blaster | Iterated Blaster | Accelerated Blaster | Eridian Rifle | Repeater Blaster | | Hyperion | Phalanx Railgun | Lazer Railgun | Lancer Railgun | Photon Railgun | Eeridian Lightning | Phazer Railgun | | Maliwan | Slicer | Beam | Beam | Beam | Eridian Bolt | Beam | | S&S | Solid Katamari | Katamari | Languid Katamari | Crashing Katamari | Eridian Wave Blaster | Riffed Katamari | | Tediore | Arcing Splitter | Splitter | Subdivided Splitter | Dichotomized Splitter | Eridian Thunder Storm | Refracted Splitter | ### Table 3.8: Weapon Prefix Note: Read this chart from top to bottom. The first row that has a feature of the weapon determines the weapon's prefix. | Feature \ Body | Atlas | Dahl | Hyperion | Maliwan | S&S | Tediore | |:---:|:---:|:---:|:---:|:---:|:---:|:---:| | Unique Prefix | - | - | - | - | - | - | | Acid Element | Pestilent | Scorpion | Deconstructor | Venus | - | Paintstripper | | Cold Element | Chilling | Arctic Fox | Zero | Comet | - | Coolstream | | Electric Element | Fulgurating | Eel | Sapping | Polaris | - | Spark | | Slag Element | Erupting | Jackal | Nauseating | Castor | - | Gummer | | Atlas Grip | Affluent | Opulent | Prosperous | Substantial | Comfortable | Wealthy | | Dahl Grip | Nova | Flashpoint | Star | Galactic | Storm | Planetary | | Hyperion Grip | Optimized | Lensed | Hyper | Catalyzing | Amplified | Heated | | Maliwan Grip | Inferno | Conflagrating | Pyrophoric | Coruscating | Arcing | Ebullient | | S&S Grip | Plasma | Lunar | Nebula | Stellar | Magnetic | Solar | | Tediore Grip | Proton | Nuclear | Thermal | Fusion | Ion | Torch |
\pagebreakNum # Pistol - Small Arm - 1 handed ___ Laser rifles are incredibly varied. All of the different manufacturers have developed wildly different > ### Table 2.1: Manufacturers > | d100 | Manufacturer | > | :-: | :-: | > | 01-08 | Atlas | > | 09-18 | Bandit | > | 19-27 | Dahl | > | 28-36 | Hyperion | > | 37-45 | Maliwan | > | 46-54 | Jakobs | > | 55-64 | S&S Munitions | > | 65-73 | Scav | > | 74-82 | Tediore | > | 83-91 | Torgue | > | 92-00 | Vladof |
> ### Table 2.2: Weapon Element & Special Effects > | d100 | Element | Ammunition | Critical 1 | Critical 2 | Property 1 | Property 2 | > | :-: | :-: | :-: | :-: | :-: | :-: | :-: | > | 01-70 | None | Small Arm Rounds | Bleed (2d4) | Wound | Penetrating | Harrying | > | 71-76 | Acid | Charges | Sicken | Corrode (1d6) | Deconstruct (1d4) | Radioactive | > | 77-82 | Cold | Charges | Staggered | Pulse (1d6) | Slow | Stun | > | 83-88 | Fire | Charges | Burn (1d6) | Jet (2d4) | Ignite (1d4) | Bright | > | 89-94 | Electricity | Charges | Arc (1d6) | Electrocute | First Arc (1d4) | Polarize (1d6) | > | 95-00 | Slag | Small Arm Rounds | Nauseate | Confuse | Slow | Aurora | > | - | Explosive | Small Arm Rounds | Knockdown | Deafen | Explode (10 ft) | Breach |
\pagebreakNum ## Named Pistol Parts ### 88 Fragnum - Legendary **It'll blow your head clean off.** ### Anaconda - Legendary **Long and Strong** Increased accuracy and power ### Aries - Pearlescent **Your Life is Mine** Shooting an enemy with this weapon causes a tendril of healing to leap to the nearest ally, healing them for 1/2 the damage done. You can register up to 5 allies in the weapon's computer. You always count as an ally of yourself and you do not take up one of the 5 slots. ### Blowfly - Legendary ### Chimera - Legendary **A beast of many forms - Fire, Lightning and Poison** Deals a random element ### Chiquito Amigo - Unique Grip **Say "Hello"** Has the quick reload weapon property. ### Clipper - Unique Accessory **Don't drop it... might lose a toe.** Acts as the weapon bracket accessory. Grants the Flaming fusion to whatever weapon is installed in the bracket. ### Cyber Eagle - Unique ### Dahlminator - Unique ### Defiler - Legendary **Give Sick** Spreading pestilence ### Devastator - Seraph ### Dove - Unique Grip **Sometimes, I forget to reload.** Does not consume ammunition or charges on even attack rolls. ### Equalizer - Legendary grip **Unending Firepower** Ammo regen ### Fibber - Unique ### Firehawk - Legendary **Bring the HEAT!** Always fire, deals additional fire damage ### Gemini - Legendary **Double Whammy.** Fires two shots at once ### Globber - Unique ### Gold - Unique **Bling!** Worth 3x more than normal. Unique prefix "Knoxx's". ### Greed - Unique ### Grog Nozzle - Unique ### Gub - Legendary ### Gunerang or Shooterang - Legendary ### Gwen's Head - Unique ### Hard Reboot - Unique ### Hornet - Legendary Barrel **Feel the Sting** Increased burst fire, always corrosive ### Infection - Seraph ### Infinity - Legendary Grip Does not consume ammunition ### Invader - Legendary **12 bullets invade your skull** Has the Automatic special weapon property ### Judge - Unique ### Lady Finger - Unique Stock **Omnia vincit amor** Deals triple damage on a critical hit instead of double damage ### Lady Fist - Unique ### Law - Unique ### Little Evie ### Logan's Gun - Legendary ### Luck Cannon - Legendary ### Madjack - Unique **Fools! They called me maaaad!** Bullets travel in a horizontal wave? ### Maggie - Legendary ### Nemesis - Pearlescent **There is no escape** Always shock. On odd attack rolls that hit their target, deals 2d6 corrosive damage in a 5 ft. burst around the target. ### Party Popper - Unique ### Patton - Unique **May God have mercy on my enemies, because I won't.** Increased damage ### Pocket Rocket - Unique ### Probe - Unique ### Protector - Legendary **Ammo is no longer an issue.** Regenerates 1 shot worth of ammunition per round ### Reaper - Legendary Accessory **Slice Slice** Heals the wielder for half of the damage dealt by the weapon installed in the bracket. ### Rebel - Legendary **Never stop shooting!** Ramps up fire rate as you shoot ### Rex - Unique ### Rubi - Unique ### Proletarian Revolution - Legendary ### Sidearm - Unique **A gift from Papa Krom** burst fire. Unique prefix "Krom's". ### Smasher - Unique ### Stalker - Pearlescent **You can run, but you can't hide** Bullets bounce, negating all benefit from concealment. ### Stinger - Seraph ### T4s-R - Unique ### Teapot - Unique ### Thanatos - Legendary Grip **Big Tony says 'Hi'** Double magazine size from normal ### Thunderball Fist - Legendary ### Tinderbox - Unique ### Troll - Legendary Stock **Pain Heals.** Each round you fire this gun, you are healed for 1 HP. ### Unforgiven - Pearlescent **It's a helluva thing...** Deals more critical damage ### Unkempt Harold - Legendary ### Vengeance - Legendary **Vengeance is Yours** Ignores temporary HP. ### Veritas - Unique ### Violator - Legendary **Your move, Creep.** Burst damage and explosive ### Violence - Legendary ### Wanderlust - Pearlescent ### Wisdom - Unique **War is the final option** Increased accuracy? Unique prefix "Athena's" ### Zim - Legendary \pagebreakNum # Rocket Launcher - Heavy Weapon - 2 handed ___ Laser rifles are incredibly varied. All of the different manufacturers have developed wildly different > ### Table 2.1: Manufacturers > | d100 | Manufacturer | > | :-: | :-: | > | 01-08 | Atlas | > | 09-18 | Bandit | > | 37-45 | Maliwan | > | 65-73 | Scav | > | 74-82 | Tediore | > | 83-91 | Torgue | > | 92-00 | Vladof |
> ### Table 2.2: Weapon Element & Special Effects > | d100 | Element | Ammunition | Critical 1 | Critical 2 | Property 1 | Property 2 | > | :-: | :-: | :-: | :-: | :-: | :-: | :-: | > | 01-70 | None | Longarm Rounds | Bleed (2d4) | Wound | Penetrating | Harrying | > | 71-76 | Acid | Charges | Sicken | Corrode (1d6) | Deconstruct (1d4) | Radioactive | > | 77-82 | Cold | Charges | Staggered | Pulse (1d6) | Slow | Stun | > | 83-88 | Fire | Charges | Burn (1d6) | Jet (2d4) | Ignite (1d4) | Bright | > | 89-94 | Electricity | Charges | Arc (1d6) | Electrocute | First Arc (1d4) | Polarize (1d6) | > | 95-00 | Slag | Longarm Rounds | Nauseate | Confuse | Slow | Aurora | > | - | Explosive | Longarm Rounds | Knockdown | Deafen | Explode (10 ft) | Mine |
\pagebreakNum # Shotgun - Longarm - 2 handed ___ Laser rifles are incredibly varied. All of the different manufacturers have developed wildly different > ### Table 2.1: Manufacturers > | d100 | Manufacturer | > | :-: | :-: | > | 09-18 | Bandit | > | 28-36 | Hyperion | > | 46-54 | Jakobs | > | 55-64 | S&S Munitions | > | 65-73 | Scav | > | 74-82 | Tediore | > | 83-91 | Torgue |
> ### Table 2.2: Weapon Element & Special Effects > | d100 | Element | Ammunition | Critical 1 | Critical 2 | Property 1 | Property 2 | > | :-: | :-: | :-: | :-: | :-: | :-: | :-: | > | 01-70 | None | Longarm Rounds | Bleed (2d4) | Wound | Penetrating | Harrying | > | 71-76 | Acid | Charges | Sicken | Corrode (1d6) | Deconstruct (1d4) | Radioactive | > | 77-82 | Cold | Charges | Staggered | Pulse (1d6) | Slow | Stun | > | 83-88 | Fire | Charges | Burn (1d6) | Jet (2d4) | Ignite (1d4) | Bright | > | 89-94 | Electricity | Charges | Arc (1d6) | Electrocute | First Arc (1d4) | Polarize (1d6) | > | 95-00 | Slag | Longarm Rounds | Nauseate | Confuse | Slow | Aurora | > | - | Explosive | Longarm Rounds | Knockdown | Deafen | Explode (10 ft) | Mine |
\pagebreakNum # Sniper Rifle - Sniper Rifle - 2 handed ___ Laser rifles are incredibly varied. All of the different manufacturers have developed wildly different > ### Table 2.1: Manufacturers > | d100 | Manufacturer | > | :-: | :-: | > | 19-27 | Dahl | > | 28-36 | Hyperion | > | 37-45 | Maliwan | > | 46-54 | Jakobs | > | 55-64 | S&S Munitions | > | 65-73 | Scav | > | 92-00 | Vladof |
> ### Table 2.2: Weapon Element & Special Effects > | d100 | Element | Ammunition | Critical 1 | Critical 2 | Property 1 | Property 2 | > | :-: | :-: | :-: | :-: | :-: | :-: | :-: | > | 01-70 | None | Longarm Rounds | Bleed (2d4) | Wound | Penetrating | Harrying | > | 71-76 | Acid | Charges | Sicken | Corrode (1d6) | Deconstruct (1d4) | Radioactive | > | 77-82 | Cold | Charges | Staggered | Pulse (1d6) | Slow | Stun | > | 83-88 | Fire | Charges | Burn (1d6) | Jet (2d4) | Ignite (1d4) | Bright | > | 89-94 | Electricity | Charges | Arc (1d6) | Electrocute | First Arc (1d4) | Polarize (1d6) | > | 95-00 | Slag | Longarm Rounds | Nauseate | Confuse | Slow | Aurora | > | - | Explosive | Longarm Rounds | Knockdown | Deafen | Explode (10 ft) | Mine |
\pagebreakNum # Sub-Machine Gun - Small Arm - 2 handed ___ Laser rifles are incredibly varied. All of the different manufacturers have developed wildly different > ### Table 2.1: Manufacturers > | d100 | Manufacturer | > | :-: | :-: | > | 01-08 | Atlas | > | 09-18 | Bandit | > | 19-27 | Dahl | > | 28-36 | Hyperion | > | 37-45 | Maliwan | > | 65-73 | Scav | > | 74-82 | Tediore |
> ### Table 2.2: Weapon Element & Special Effects > | d100 | Element | Ammunition | Critical 1 | Critical 2 | Property 1 | Property 2 | > | :-: | :-: | :-: | :-: | :-: | :-: | :-: | > | 01-70 | None | Longarm Rounds | Bleed (2d4) | Wound | Penetrating | Harrying | > | 71-76 | Acid | Charges | Sicken | Corrode (1d6) | Deconstruct (1d4) | Radioactive | > | 77-82 | Cold | Charges | Staggered | Pulse (1d6) | Slow | Stun | > | 83-88 | Fire | Charges | Burn (1d6) | Jet (2d4) | Ignite (1d4) | Bright | > | 89-94 | Electricity | Charges | Arc (1d6) | Electrocute | First Arc (1d4) | Polarize (1d6) | > | 95-00 | Slag | Longarm Rounds | Nauseate | Confuse | Slow | Aurora | > | - | Explosive | Longarm Rounds | Knockdown | Deafen | Explode (10 ft) | Mine |
\pagebreakNum
#### ALL #### THE #### GUNS Have you gotten bored of the same old guns in your Starfinder game? Do you wish there were a near infinite number of different combinations to choose from? Well look no further! This book will show you how to create over 10,000,000,000 different guns, from common pistols to pearlescent rocket launchers (don't blow yourself up!).
The content of this document is inspired by the setting and content of the Borderlands series of games by Gearbox Software, LLC. Cover Art: [Paladin by Shinfei](https://gobelinusregius.tumblr.com/post/57995980646/scifi-fantasy-horror-paladin-by-shenfei "Link")
[WWW.GMBINDER.COM](https://www.gmbinder.com)
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##### Community Use Policy This homebrew document uses trademarks and/or copyrights owned by Paizo Inc., which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access this content. This document is not published, endorsed, or specifically approved by Paizo Inc. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Inc. and Paizo products, please visit paizo.com. ### Thank You: - Aaron0000 for his Atlas and S&S naming conventions