Tech Level Firearms Revolver: A revolver is a pistol with a revolving cylinder containing six chambers Each chamber can hold a metal cartridge, and when one cartridge is shot, the cylinder automatically rotates (no extra hand or action required), readying the next chamber for firing A revolver uses metal cartridges as ammunition Rifle: This improvement on the musket, featuring grooved barrels, can fire farther and with more accuracy than early longbore firearms A rifle uses metal cartridges as ammunition Rifle, Pepperbox: The four barrels of this rifle are set into a turnable housing that can be quickly rotated by hand (a free action) between shots A pepperbox rifle uses metal cartridges as ammunition Shotgun: This advanced version of the blunderbuss shoots in a 30-foot cone when firing pellets, and has a 20-foot range increment when firing a bullet (often called a slug) A shotgun uses metal cartridges (loaded with either a bullet or pellets) as ammunition Shotgun, Double-Barreled: This twin-barreled shotgun can be shot either one barrel at a time, or both together as one attack A double shot that fires bullets is inaccurate, and takes a –4 penalty on both attacks A double shot that fires bullets targets only a single creature and increases the damage of each barrel to 2d8 points for a total of 4d8 points A double-barreled shotgun uses metal cartridges (loaded with either a bullet or pellets) as ammunition Tech Level Firearms Light Automatic Pistol: These small pistols are designed to be light and easy to conceal They fire as quickly as the wielder can pull the trigger Heavy Automatic Pistol: These heavier pistols are designed for power over comfort They fire as quickly as the wielder can pull the trigger Assault Rifle: These shoulder fired rifles are the primary infantry weapon of the Information Age They can be set to fire a single bullet, short burst, or completely automatic fire Sniper Rifle: Sniper rifles are powerful weapons designed to fire a long distance, and are equipped with telescopic sights Submachine Gun: These fully automatic weapons are smaller than an assault rifle, but still capable of doing a lot of damage Exotic Tech Level The following weapons each require a separate Exotic Weapon Proficiency Flamethrower: A flamethrower consists of a pressurized backpack containing fuel, connected to a tube with a nozzle It shoots a 5-foot-wide, 30-foot-long line of flame that deals 3d6 points of fire damage to all creatures and objects in its path No attack roll is necessary Any creature caught in the line of flame can make a Reflex save (DC 15) to take half damage (or DC 11 if the wielder is not proficient) Creatures with cover get a bonus on their Reflex save A flamethrower’s backpack has hardness and hit points A backpack reduced to hit points ruptures and explodes, dealing 6d6 points of fire damage to the wearer (no save allowed) and 34 3d6 points of splash damage to creatures and objects in adjacent 5-foot squares (DC 15 Reflex save for half damage) Any creature or flammable object that takes damage from a flamethrower catches on fire, taking 1d6 points of fire damage each subsequent round until the flames are extinguished A fire engulfing a single creature or object can be doused or smothered as a full-round action A flamethrower can shoot 10 times before the fuel supply is depleted Grenade Launcher: This single-shot grenade launcher fires 40mm grenades These grenades look like huge bullets an inch and a half across; they can’t be used as hand grenades, and the grenade launcher can’t shoot hand grenades, but they have the same cost and deal the same damage or have the same effect Attacking with a grenade launcher is identical to throwing an explosive: you make a ranged attack against a specific 5-foot square (instead of targeting a person or creature) The differences between using the grenade launcher and throwing an explosive lie in the range of the weapon (which far exceeds the distance a hand grenade can be thrown) and the fact that the grenade launcher requires a weapon proficiency to operate without penalty Heavy Machine Gun: This heavy-duty 50-caliber machine gun fires a steady stream of bullets fed from an ammo belt which typically hold between 50 and 300 bullets It requires a tripod or vehicle mount to fire properly, and attempting to use it otherwise inflicts a -8 penalty on attack rolls Rocket Launcher: A rocket launcher comes as a short, telescoped fiberglass and aluminum tube Before using the weapon, the firer must first arm and extend the tube, which is a move action When the rocket hits its target, it explodes like a grenade or other explosive, dealing its 10d6 points of damage to all creatures within a 10-foot radius (Reflex save DC 18 for half damage) Because its explosive features a shaped charge designed to penetrate the armor of military vehicles, the rocket launcher ignores up to 10 points of hardness if it strikes a vehicle, building, or object However, this only applies to the target struck, not to other objects within the burst radius Tech Level Firearms Laser Pistol: This small pistol fires an intensely focused beam of light that cuts through its targets Laser Rifle: This larger rifle fires a more powerful beam than the pistol version While it actually fires a sustained cutting beam, it uses the rules for automatic fire Thrown Weapons Dynamite: Perhaps one of the most common and straightforward explosives, dynamite is very stable under normal conditions A stick of dynamite requires a fuse or detonator to set it off Additional sticks can be set off at the same time if they are within the burst radius of the first stick, increasing the damage and burst radius of the explosion Each additional stick increases the damage by +1d6 (maximum 10d6) and the burst radius by feet (maximum 20 feet) It’s possible to wire together several sticks of dynamite for even greater explosive effect Doing so requires a Demolitions check (DC 10 + per stick) If the character succeeds on the