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* Descent

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Into
Darkness

{Drow Campaign}

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The weapons lists below are meant to supplement and enhance the Archaic Weapons page of the site. As such, many of the categories are left blank, or have very few entries. The damages and types of the archaic weapons serves well enough for most melee weapons in a high-tech or modern setting. Materials may be a tad different, but all in all a knife is a knife in whatever era it comes from.

It should also be noted that the Firearms lists were intentionally created in a generic manner. Rather than list hundreds upon hundreds of individual weapons based on various genres and time periods, we've included the basics and some notes on how to incorporate specifics on your own if you so desire(with the DM's approval, of course).

As there are several rulesets for incorporating firearms into the d20 system, we've gone with about the simplest we could find based on the needs of our campaign.
First off, all Firearms will fall under a single category: Exotic Weapon Proficiency (Firearms). This reflects the fact that once you know the basics, its fairly easy to figure out the specifics of any given weapon with a few moments tinkering. While this may seem a stretch in a few rare cases, its simply easier to handle it this way.
For those in our D&D campaign, the only weapons available are listed and described on the Archaic Weapons page of the site. If such a character were to convert over to our High Fantasy campaign, they would have to expend a slot on the Technical Proficiency feat in order to learn how to use high tech weapons such as Laser pistols and the like. Those who created a character specifically for our High Fantasy campaign usually gain the Technical Proficiency feat for free. If you are unsure, simply ask the DM.
So in summary, to use the various Firearms listed below, you must have both the Technical Proficiency feat and the Exotic Weapons Proficiency (Firearms) feat.

Also, please note that people who are not in our campaign may not want to use these lists, as they are compiled from more than one source (some unofficial), and all the weapon damages have been upgraded one damage category (in order to work on an even playing field with the system we have for the Archaic Firearms). This makes firearms a tad overpowered for campaigns that otherwise use standard rules for such as presented in sources such as d20 Modern.

Simple Weapons: Unarmed Attacks
Weapon
Shatter glove
Shock Palm
Stun gauntlets
Cost
1000 cr
150 cr
75 cr
Damage
1d10
3d8*
*
Critical
--
--
--
Range
--
--
--

Simple Weapons: Light Melee
Weapon
Charge Mace
Stun Baton
Cost
650 cr
50 cr
Damage
2d8
1d6
Critical
x2
x2
Range
--
--

Simple Weapons: One-handed Melee
Weapon
Cost
Damage
Critical
Range

Simple Weapons: Two-handed Melee
Weapon
Cost
Damage
Critical
Range

Simple Weapons: Ranged
Weapon
Cost
Damage
Critical
Range

Martial Weapons: Light Melee
Weapon
Cost
Damage
Critical
Range

Martial Weapons: One-handed Melee
Weapon
Monofilament axe
Power pick
Sunsword
Cost
1250 cr
200 cr
1500 cr
Damage
2d10
1d6*
2d6
Critical
x3
x4
19-20/x2
Range
--
--
--

Martial Weapons: Two-handed Melee
Weapon
Cost
Damage
Critical
Range

Martial Weapons: Ranged
Weapon
Cost
Damage
Critical
Range

Exotic Weapons: Light Melee
Weapon
Cost
Damage
Critical
Range

Exotic Weapons: One-handed Melee
Weapon
Cost
Damage
Critical
Range

Exotic Weapons: Two-handed Melee
Weapon
Monfilament Ugrosh
Cost
3750 cr
Damage
2d10/2d10
Critical
x3
Range
--

Exotic Weapons: Ranged
Weapon
Cost
Damage
Critical
Range

Firearms: Tiny
Weapon
Name

Holdout Laser
Holdout Slugthrower
Taser Pistol
Wpn
Cost

200 cr
150 cr
100 cr
Wpn
Damage

2d8
2d6
Special
Wpn
Crit

x2
x3
x3
Wpn
Range

75
100
100
Wpn
ROF

SA
SA
S
Damage
Type

Fire
Ballistic
Special

Firearms: Small
Weapon
Name

Blaster Pistol
Laser Pistol
Light Slugthrower
Heavy Slugthrower
Screamer Pistol
Wpn
Cost

600 cr
500 cr
300 cr
400 cr
450 cr
Wpn
Damage

4d8
4d8
3d6
3d8
3d8
Wpn
Crit

x2
x2
x3
x3
x2
Wpn
Range

100
100
150
200
100
Wpn
ROF

SA
SA
SA
SA
SA
Damage
Type

Electricy
Fire
Ballistic
Ballistic
Sonic

Firearms: Medium
Weapon
Name

Blaster Carbine
Laser Carbine
SMG, light
SMG, heavy
Wpn
Cost

900 cr
700 cr
500 cr
600 cr
Wpn
Damage

6d8
4d8
3d6
3d8
Wpn
Crit

x2
x2
x3
x3
Wpn
Range

150
150
200
200
Wpn
ROF

SA
SA
SA,A
SA,A
Damage
Type

Electricity
Fire
Ballistic
Ballistic

Firearms: Large
Weapon
Name

Blaster rifle
Hunting rifle
Laser rifle
Screamer rifle
Shotgun
Assault blaster
Assault laser
Assault rifle
Flamethrower
Grenade launcher
Light machinegun
Missile launcher
Plasma rifle
Rocket launcher
Multishot RL
Sniper rifle
Wpn
Cost

1000 cr
450 cr
800 cr
650 cr
400 cr
2000 cr
1500 cr
750 cr
1000 cr
500 cr
1000 cr
7500 cr
3000 cr
5000 cr
6500 cr
800 cr
Wpn
Damage

8d8
4d8
6d8
6d6
4d8*
8d8
6d8
4d8
3d6
Varies
4d8
Varies
8d10
Varies
Varies
6d6
Wpn
Crit

x2
x3
x2
x2
**
x2
x2
x3
--
**
x2
**
x2
**
**
x3
Wpn
Range

200
250
200
200
50
200
200
250
20
200
300
**
300
400
400
300
Wpn
ROF

SA
S
SA
SA
SA or S
SA,A
SA,A
SA,A
SA
SA
A
1
SA
1
SA
SA
Damage
Type

Electricity
Ballistic
Fire
Sonic
Ballistic
Electricity
Fire
Ballistic
Fire
Varies
Ballistic
Varies
Fire
Varies
Varies
Ballistic

Firearms: Huge
Weapon
Name

Blaster Cannon
Heavy machinegun
Laser Cannon
Wpn
Cost

5000 cr
1500 cr
4000 cr
Wpn
Damage

12d10
6d8
9d10
Wpn
Crit

x2
x2
x2
Wpn
Range

500
400
500
Wpn
ROF

SA
A
SA
Damage
Type

Electricity
Ballistic
Fire

Firearms: Gargantuan
Weapon
Name

Multishot ML
--4 shot
--8 shot
--16 shot
--24 shot
Plasma Cannon
Wpn
Cost

--
12,000 cr
15,000 cr
20,000 cr
30,000 cr
7500 cr
Wpn
Damage

Varies
Varies
Varies
Varies
Varies
15d10
Wpn
Crit

Varies
Varies
Varies
Varies
Varies
x2
Wpn
Range

Varies
Varies
Varies
Varies
Varies
750
Wpn
ROF

--
SA
SA
SA
SA
SA
Damage
Type

Varies
Varies
Varies
Varies
Varies
Fire

Firearms: Colossal (Starship)
Weapon
Name

Ion Cannon
Laser Cannon
Plasma Cannon
Wpn
Cost

40,000 cr
10,000 cr
25,000 cr
Wpn
Damage

15d12
9d10
15d10
Wpn
Crit

x2
x2
x2
Wpn
Range

100,000
25,000
50,000
Wpn
ROF

SA
SA
SA
Damage
Type

Electricity
Fire
Fire

NOTES ON FIREARMS:

Firearms are described by a number of statistics, as shown on the tables above. We'll touch up on a few key ones here for clarification.

  • Damage
    Firearm damage is classified according to type: ballistic (all "slugthrowing" firearms), or energy (of a specific type). Some creatures or characters may be resistant or immune to some forms of firearm damage, as normal where energy resistance and the like is concerned. Please note that the generic damages above are for weapons of the Modern to Futuristic Sci-fi genres. Older weapons such as flintlock dueling pistols are covered under the Archaic weapons page of the site. If you wish to incorporate weapons from the Old West or similar settings, always use the Light Slugthrower damage ratings, as despite the calibers having been fairly high on a lot of those weapons, the ammunition was simply not as powerful as modern day equivalents.
  • Rate of Fire
    Some firearms have a rate of fire (ROF) of 1, which simply means they can be employed once per round and then must be reloaded or replaced. Firearms, which operate through many different forms of internal mechanisms, have varying rates of fire. The three possible rates of fire for firearms are single shot, semiautomatic, and automatic.
    • Single Shot (S)
      A weapon with the single shot rate of fire requires the user to manually operate the action (the mechanism that feeds and cocks the weapon) between each shot. Pump shotguns and bolt-action rifles are examples of firearms with single shot rates of fire. A weapon with the single shot rate of fire can fire only one shot per attack, even if the user has a feat or other ability that normally allow more than one shot per attack.
    • Semiautomatic (SA)
      Most firearms have the semiautomatic rate of fire. These firearms feed and cock themselves with each shot. A semiautomatic weapon fires one shot per attack (effectively acting as a single shot weapon), but some feats or magical enhancements allow characters armed with semiautomatic weapons to fire shots in rapid successions, getting in more than one shot per attack.
    • Automatic (A)
      Automatic weapons fire a burst or stream of shots with a single squeeze of the trigger. Only weapons with the automatic rate of fire can be set on autofire or be used with feats that take advantage of automatic fire.
  • Size
    Size categories for weapons and other objects are defined differently from the size categories for creatures. The relationship between a weaponís size and that of its wielder defines whether it can be used one-handed, if it requires two hands, and if itís a light weapon.
    A firearm one or more sizes smaller than you can be used one-handed. A weapon of the same size category as you can be used either one-handed or two-handed. A weapon one size category larger than you requires two hands. A weapon two size categories larger than you requires two hands plus a bipod or other mount. You cannot use a weapon more than two size categories larger than yourself at all as a "personal firearm".
    For example, with those formulas in mind, and considering our example a Medium-size creature, a Small or smaller weapon is considered a light weapon. It can be used one-handed and, as a light weapon, is easier to use in your off hand.
  • Magazine
    Though we did not add this column to the charts above, we will offer some references for player use. Most of our players are knowledgeable about firearms and are able to make such determinations on their own. These notes go along with the generalized rules we are using, and as such specifics can vary if you model your weapon after a real-world item.
    The amount of ammunition a weap≠on carries, and hence how many shots it can fire before needing to be reloaded, is determined by its magazine capacity. How the firearm is reloaded depends upon its magazine type (further notes on reloading are included below). There are four general magazine types: box, cylinder, or internal. The fourth type, linked, often has an unlimited capacity as it is hooked to a vehicle's power supply, or a very large ammo deposit within a vehicle.
    • Box
      A box magazine is any type of magazine that can be removed and reloaded separately from the weapon. Most slugthrowing handguns have box magazines that carry between 10 and 15 shots. Slugthrowing rifles, SMGs, and machineguns commonly vary from 5 shots to 50 shots.
      Gyrojet weapons use box magazines as well, though they typically only hold 5 to 20 shots, based on weapon size.
      The various power cells for energy weapons also fall into this category. There are three sizes of power cells in our campaign: Microcells, Minicells, and Heavy Cells.
      • Microcells
        In most cases only Tiny energy weapons (such as the Holdout Laser) will use Microcells. There are 15 shots with such a weapon in a Microcell. All microcells cost 10 credits each.
      • Minicells
        Minicells are utilized within a wider variety of weapons than Microcells accomodate. Small, Medium, and Large-sized energy firearms all use Minicells, and as they are universally built, they can be swapped between any such weapons at ease. The difference lay in how many shots each size category of weapon can get out of a Minicell.
        Small energy firearms can get 30 shots per cell, Medium energy firearms can get 25 shots per cell, and Large energy firearms can get 20 shots per cell.
        All minicells cost 15 credits each; higher capacity "extended" varieties can easily be incorporated by simply increasing the number of shots and price accordingly.
      • Heavy Cells
        Huge energy weapons use what is known as a Heavy Cell. These Heavy Cells cost 50 credits each, and any of the various weapons can get 15 shots per cell.
        Please note that weapons larger than the Huge category require Linked ammunition of some sort (see below).
    • Cylinder
      A revolver keeps its ammunition in a cylinder, which is part of the weapon and serves as the firing chamber for each round as well. Unlike box magazines, cylinders canít (usually) be removed, and they must be reloaded by hand. However, most revolvers can be used with a speed loader. Using a speed loader is much like inserting a box magazine into a weapon. Without a speed loader, a firearm with a cylinder magazine must be loaded by hand. Most cylinder weapons have six shots.
    • Internal
      Some weapons keep their ammunition in an internal space, which must be loaded by hand. This is the case with most shotguns, as well as some rifles.
    • Linked
      Some machine guns and other large firearms use linked ammunition. For machine guns, the bullets are chained together with small metal clips, forming a belt. Typically, a belt holds 50 bullets; any number of belts can be clipped together. In military units, as the gunner fires, an assistant clips new ammunition belts together, keeping the weapon fed. Linked energy weapons are fed by a powersource of some sort in a vehicle that usually grants unlimited shots.
  • Reloading Firearms
    Reloading a firearm with an already filled box magazine (or cell) or speed loader is a move action. Refilling a box magazine or a speed loader, or reloading a revolver without a speed loader or any weapon with an internal magazine, is a full-round action. Reloading a weapon with a ROF of 1 is a move action. Loading a belt of linked ammunition is a full-round action. Linking two belts together is a move action.

Grenadelike Weapons
Weapon
Name

Grenade
--Adhesive
--Concussion
--Flash-bang
--Frag
--Incendiary
--Nausea
--Smoke
--Stun
--Atmosphere eater
--Blinding
--Dispersal mine
--Hellfire
--Knuckleduster
--Screamer
--Standard EMP
--Tangleweb
Missile
--HE
--HEAP
--AA
--AA-EMP
--EMP
--FAE
--FOE
--Hellfire
--Laser
--Maser
--Multi Warhead
Rocket
--HE
--HEAP
--EMP
--Hellfire
Torpedo
--Standard
--EMP
--Hellfire
Blinding post
Explosive arrow
Smudgepot
Wpn
Cost

--
50 cr
100 cr
50 cr
100 cr
100 cr
50 cr
30 cr
50 cr
500 cr
100 cr
200 cr
300 cr
100 cr
100 cr
150 cr
200 cr
--
500 cr
750 cr
1000 cr
1200 cr
1000 cr
2000 cr
2000 cr
5000 cr
500 cr
750 cr
Varies
--
250 cr
400 cr
500 cr
2500 cr
--
1000 cr
1200 cr
8000 cr
500 cr
60 cr
150 cr
Wpn
Damage

--
--
8d6
--
8d6*
8d6
--
--
8d6
6d6*
*
4d6*
8
1/4d6
*
1d8/8d8
*
Varies
9d10
15d10
12d10
2d6/15d10
2d6/20d10
6d8
6d8
9d10/15
2d6/10d10
2d6/10d10
Varies
Varies
8d8
15d8
3d8/12d10
6d10/12
Varies
9d10x5
6d10/6d10x5
9d10/15
*
2d6*
*
Blast
Radius

--
20
20
20
20
20
**
**
20
20
20
5*
40
10
20
20
5
Varies
40
5
10
10
40
80
80
80
10
10
*
Varies
30
5
40
60
Varies
50
10
10
75
--
50
Wpn
Range

--
10#
10#
10#
10#
10#
10#
10#
10#
10#
10#
10#
10#
10#
10#
10#
10#
--
--
--
--
--
--
--
--
--
--
--
--
--
--
--
--
--
--
--
--
--
--
--
--
Damage
Type

--
**
**
**
**
Fire
**
**
**
Fire*
**
**
Radiation
Electricity
**
Electricity
**
**
**
**
**
**
**
Fire
Fire
**
**
**
**
**
**
**
**
**
**
**
**
**
**
Piercing
**

# These numbers are for thrown grenades. For grenades launched from a weapon, use the weapon's range increments.

WEAPON MODIFICATIONS

Masterwork Weapon:
Cost: +300 gp
Bonus: +1 bonus to attack; does not stack with magical enhancements.

Bayonet
This is a double-edged blade between six and eight inches long that attaches to the barrel of a rifle or carbine. A character wielding a firearm equipped with a bayonet can be used as a melee weapon, dealing 1d6 damage. Bayonets are automatically keenblades, so their critical threat range is 19-20.
Cost: 20 cr

Electronic Scope
This high-tech scope supports a variety of options. It provides 10x magnification for the purposes of distance-hampered Spot checks. It eliminates penalties for poor lighting, working just like Low-Light Vision. In conditions of total darkness, the scope provides the equivalent of Darkvision. The scope also increases the effective range increment of a ranged weapon when it is used by one and a half times (1.5). However, aiming through a scope greatly reduces your field of vision and makes defending yourself almost impossible. When you use an electronic scope to make an attack, you lose your DEX bonus to AC until the start of your next action (effectively Flat-footed). It also takes up an attack action to acquire at target, and if you lose sight of the target, that action is lost and another must be spent to reacquire the target.
Cost: 300 cr

Laser Sight
A laser sight can be mounted on any type of firearm, as well as bows and crossbows. A contact switch in the weapon's grip activates the sight, which paints the target with a beam of visible coherent light and greatly aids aiming the weapon. You gain a +1 equipment bonus on attack rolls when firing a weapon equipped with a laser sight, so long as the target is not more than 30 feet away. However, a laser sight can't be used effectively outside during the daytime.
Cost: 100 cr

Silencer
A suppressor fits on the end of a slugthrowing firearm, capturing the gases traveling at supersonic speed that propel a bullet as it is fired. This eliminates the noise from the bulletís firing, dramatically reducing the sound the weapon makes when it is used. For handguns, the only sound is the mechanical action of the weapon (Listen check, DC 15, to notice). For longarms, the supersonic speed of the bullet itself still makes noise. However, itís difficult to tell where the sound is coming from, requiring a Listen check (DC 15) to locate the source of the gunfire.
Modifying a weapon to accept a suppressor requires a Repair check (DC 15). Once a weapon has been modified in this manner, a suppressor can be attached or removed as a move action.
Suppressors cannot be used on revolvers or shotguns. A suppressor purchased for one weapon can be used for any other weapon that fires the same caliber of ammunition.
On the downside, the weapon's damage is also reduced, by one die (so 3d8 becomes 2d8).
Cost: 50 cr

Weapon Harness
This device consists of an articulated, servo-assisted arm designed to support heavy weapons. A weapon harness serves a similar duty to a bipod or tripod when using a weapon of larger category than yourself. When disengaged, the harness holds the weapon at one of several optional ready positions.
Cost: 500 cr

Page Last Updated January 2nd, 2006

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