Shuriken has the same stats as darts
Powder based Firearms:
On Grapton firearms are highly restricted. To own a firearm one needs a license. There are diffferent levels of the license, ranging from level 3 to level 1. Level 1 allowing the use of firearms everywhere, except the 1st tier and the threads. Level 2 allowed everywhere, except the threads and the 3 upper tiers. Level 3 only allowed in the mid tiers and lower tiers (4-8). Citizen on the 9th tier are never given the right to own firearms. There are ofcourse certain areas within tiers with higher security.
|Name||Cost||DMG (S)||DMG (M)||Critical||Range||Capacity||Weight||Special||STR (Req)|
|Light Pistol||200||1d6||1d8||19-20×2||30 ft.||10||2 lbs||SA*||8|
|Heavy Pistol||300||1d8||1d10||x4||40 ft.||10||4 lbs||SA*||11|
|Light Rifle||500||1d8||1d10||19-20×3||60 ft.||10||8 lbs||SA*||11|
|Heavy Rifle||750||2d6||2d8||x4||80 ft.||10||12 lbs||SA*||13|
|Scattergun||600||2d4||2d6||x2||20 ft.||6||10 lbs||Scatter||15|
(might change the critical ranges)
Adding SA adds 1 to the required STR, while auto adds 2 to the required STR. If you have too little you get a -2 to hit for every point beneath the STR limit you are.
Reloading a magazine (Complex; 2 acts): You unload the previous magazine and insert a new one. If you have the Rapid Reload feat this is reduced to a simple action.
Insert a cartridge into a firearm (Simple Action, 1 act): You insert a cartridge into your firearm. If you have the Rapid Reload feat with the weapon you are reloading, this is a swift action.
Different magazine between the light and heavy mags, though they are worth roughly the same. 30 round mags does not fit well into pistols.
10 round mag = 2gp
20 round mag = 3gp
30 round mag = 4gp
6 scattergun cartridges = 2gp
Upgrade from Semi-Auto —> Automatic:
Costs 50% of the base items value. Allows using the Auto property in addition to Semi-Auto. However, it also gains the Gets Hot property.
Firearm Special Properties:
1. Burst (2 acts): (-2 to-hit) (3 shots) When making an attack against an opponent with a burst weapon, make three attack rolls with a minus 2 to each hit.
2. Gets Hot: A weapon with the gets hot quality has its misfire chance increase by 1 for each continuous turn of operation. When a Gets Hot weapon misfires, it inflicts 1d4-1d6? damage to the user(s) and gains the broken condition.
3. Scatter (1act
2acts): Scatter Weapon Quality: A weapon with the scatter weapon quality attacks all creatures within a cone. When a scatter weapon attacks all creatures within a cone, it makes a separate attack roll against each creature within the cone. Each attack roll takes a –2 penalty, and its attack damage cannot be modified by precision damage or damage-increasing feats such as Deadly Aim or Vital Strike. You can only use Scatter twice per turn.
4. SA=Semi-Auto: This weapon may be fired as many times per turn as you have ranged attacks, so long as there is still ammunition or sufficient power for you to do so. A semi-auto weapon misfires only if all shots made with it misfire.
Concentrated Fire (3 acts) (20-30 shots): Attack 3 times with a -2 to each attack roll, each hit deals 4x the damage of the dice, but no precision damage, etc..
Spray (3acts) (30-50 shots): Deal 2x the damage of the dice of all targets within (usually) a 30ft. cone, or 15.ft wide line 60ft long???
The targets gain a reflex roll equal to 10+1/2 your bab? + dexterity, to half the damage.
Most automatic weapons use 30 rounds during a turn, roughly 300RPM…
(-4 to-hit) (2 shots / square) Target adjacent squares, each additional square after the first gains +2 cumulative AC (Square #1 has AC 5, square #2 has AC 7, square 3 has AC 9, etc.) make attack rolls against each square independently. Targets in squares attacked in this manner take one hit on a successful attack roll. An attack made with a weapon using full automatic fire is a full round action.-
If you use automatic with less than the required shots(rounds) you gain a -1 on damage for each missing round?