Generic Firearms

The superhero genre is not overly preoccupied with firearms. They're not colourful or flashy enough in a world of heat vision and web shooters. Therefore, instead of the published material on firearms in d20, which attempts to somewhat accurately represent the products created by the modern firearms industry, Phoenix uses generic firearms that are more akin to fantasy games in which you buy a "long sword" or a "great axe" instead of a particular longsword created by a specific manufacturer, or a specific great axe made by a particular designer. The table below lists all the Generic Firearms. The side effect of this system is that the Weapon Specialization feat tree applies to a single Generic Weapon (e.g., a Light Machine Pistol or a Medium Rifle) rather than a specific make and model of weapon from a particular manufacturer, which we think is just awesome.

## Firearm Types

The following text describes Generic Firearms in general terms. After each entry is a list of examples of real-world guns that fall into the parameters of the gun type. For example, you can purchase a submachine gun and call it an Uzi, an MP5, or whatever you like. You can buy a heavy revolver and call it a Smith and Wesson .44 or a Colt Python, etc. You can also describe them as custom-made firearms of no recognizable design. Ultimately, the numbers are there to support your own creativity, not over-ride it with "facts." If you were into facts, you wouldn't be playing a superhero game.

## Handguns

These are firearms that you can shoot comfortably with one hand if necessary, although two is preferable, but they are generally less accurate. (We know that you need two hands for a handgun in the real world, but this is most definitely not the real world.)

**Derringers** are very small pistols with only two bullets loaded internally. They're extremely easy to hide.

American Derringer, Baby Browning .22, Bond Arms Derringer, Cobra Arms Derringer

**Revolvers** have a central barrel that rotates each fresh bullet into place. They either break at the top via a hinge just in front of the trigger, or the barrel swings out to the side. Revolvers usually have 6 chambers for bullets, but you can upgrade them to 9 or 12.

Light Revolvers: AEK 906 9mm, Knight Suppressed 5.56, Taurus Raging Hornet .22

Medium Revolvers: Armenius Vindicator .357, MR73 Gendarmerie .357, S&W Model 586 .357, SCK M60 New Nambu .38, Taurus Raging Bull .454

Heavy Revolvers: Colt Anaconda .44, DOG-1 12.5mm, S&W Model 29 .44, Smith & Wesson .44, Udar 1 12.3mm, Yesaul 5.45mm

**Pistols** take mag ammo that loads into the handle. You reload them by simply replacing the magazine.

Light Pistols: Astra A-60, Beretta 950, RPA PSM, SIG Sauer P230, SITES M380 Resolver, Walther PPK

Medium Pistols: Astra A-90, Beretta 92FS, Calico M950, Colt Double Eagle 9mm, FN BDA 9, Glock 17, HK P9 9mm, Ruger P85 Mark II, SIG-Sauer P220, S&W 6904, SITES M9 Resolver, Tanfoglio Baby, Steyr GB, Walther P5

Heavy Pistols: FN Five-SeveN, IMI Baby Eagle .41, Tanfoglio GT41

**Machine Pistols** are essentially the same as pistols, but they can switch between semi-auto and fully-automatic fire.

Light Machine Pistols: CZ Model 61 Skorpion, MAC Ingram M11

Medium Machine Pistols: Beretta 93-R, Bushman IDW, CZ Model 68 Skorpion, Glock 18, HK VP70, IMI Micro- Uzi, MAC Ingram M10, Steyr TMP

Heavy Machine Pistols: Bushman IDW .41inAE, Steyr TMP .41

## Longarms

These are firearms that require that you fire them with both hands, but they tend to be higher calibre and more accurate. You can fire them with one hand and take a -4 penalty. This isn't very realistic, but neither are superheroes.

**Rifles** have long barrels and fire single shots at a time. They are either internally loaded or take mag ammo.

Light Rifles: HK PSG1, Winchester 70

Medium Rifles: Remington 700

Heavy Rifles (Sniper Rifles): Barrett Light 50

**Shotguns** are basically the same as rifles, but they can fire rounds of shot (tiny steel balls) instead of bullets. The Double- Barrel Shotgun is an old favourite, and is "semi-automatic" because you can fire each barrel in rapid succession. The Sawed- Off Shotgun is usually illegal, but makes for a weapon that is easier to conceal, although it also drastically reduces the gun's range.

Shot Guns : Armscor M30 Series, Birmingham Pump Gun, Browning BPS- SP, Izhmash IZH 81M, Mossberg Model 500 Series, Neostead, Poseidon Micro, Viking Arms SOS

Semiautomatic Shotguns : Fabarm Tactical, HK512, Mossberg M9200 Norinco M2000, Omega SPS 12, Remington Model 11-48 Saiga 12

Automatic Shotguns : Daewoo USAS 12 Gauge, Mark Three Jackhammer 12 Gauge

**Submachine Guns** are mid-way between machine pistols and machine guns. They have fully-auto fire, and they require two hands to shoot.

A9 9mm, Arsenal Shipka 9mm, Bizon Series 9mm, MP51 9mm, LaFranceM16K .45, F1A1 9mm, FEGKGP9 9mm, FMK3 Mod2 9mm, Franchi LF57 9mm, GG95 9mm, H&K MP5A1 9mm, IMI Uzi 9mm, Intratec TEC9 9mm, MadsenM52 9mm, Mekanika URU 9mm, MGP87 9mm, Norinco 7.62mm, Parker Hale IDW 9mm, PM84 Glaubeyrt 9mm, Port Said 9mm, Romarm BORD 9mm, SA58/98 Bulldog 9mm, SCH21 Gorda 9mm, Spectre M4 9mm, Star Z70B 9mm, Steyr AUG9 9mm, Walther MPK 9mm

**Assault Rifles** are fully-automatic and require two-hands to fire properly.

Baretta SC 70, Colt M16A1, Colt M4 Carbine, GIAT FA-MAS Commando, HK G33K, IMI CTAR-21, IMI Galil ARM, Norinco QBZ Type 95, RSA AK-74, SIG SG 551, Steyr AUG

## Exotic Firearms

These weapons require special training or finicky operation. Machine guns fall into this category because they are belt-fed and generally only used in military situations. Rocket and grenade launchers are exotic because they simply do not operate or fire like other firearms.

**Machine Guns** are fully-automatic rifles that are so heavy that they must be mounted to fire properly. If you are strong enough to lift one, you can attempt to fire a machine gun two-handed, but you take a -4 penalty to hit. If you are strong enough to life a machine gun with one hand, you can attempt to fire it one-handed, but you take a -8 penalty to hit.

Light Machine Guns : CETME Ameli, CIS Ultimax 100, FN Minimi, HK 23E, IMI Negev, RSA PKM, Stayr AUG HBAR

Medium Machine Guns : FN MAG, HK 21E, Rheinmetall MG42, Saco M60E1

Heavy Machine Guns : CIS .50 CIS, FN M2HB, RSA Degtyarev DshKM, RSA NSV

**Rocket Launchers** literally launch self-propelled rockets. The launchers themselves are light plastic or fibre-glass tubes you can aim with. They are single-use items. The rocket destroys them after it fires. Rocket launchers use specialised, self-propelled rocket ammo.

M72A3 LAW

**Grenade Launchers** shoot special grenades that are shaped like large bullets. In reality, longarms are manufactured with grenade launchers incorporated into the design, but for game purposes, a Grenade Launcher is an add-on feature. Add the listed price and weight to the price and weight of any rifle, submachine gun, or assault rifle.

Single Shot: CIS 40GL, Colt M203, GM-94, HK AG36, ISTEC ISL 200 Compact Series, Lacroix Samurai Urban Warfare (SUW), Romarm AG-40 M80

Semi Automatic: 6G-30, Milkor MGL Mark I

## Rates of Fire

"1" means you must reload the weapon every time you fire it. It takes one round of ammunition at a time.

"Single" means it requires manual action (i.e., cock the hammer, pull the bolt, etc.).

"Semi" designates a semi-automatic weapon (it automatically loads the next bullet, usually through a slide, a spring-loaded mag, or what have you).

"A" indicates a fully-automatic firearm (it auto-loads and fires bursts of bullets).

"S/A" means that the weapon can switch from semi-automatic to fully-automatic as a free action.

Reloading a cylinder firearms bullet by bullet takes a full-round action, but reloading with a speed-loader, a small frame that holds the bullets in place so that you can slip them all in at once, takes only a move action. Reloading an internal ("int") firearm requires a full-round action for 6 to 12 bullets, but a move action for fewer than 6. Reloading a mag firearm takes a move action. Feeding a new belt of linked ammo into a machine gun takes a move action, but you can pre-link several belts to maintain uninterrupted fire. Two people normally operate a single machine gun: one shooting and one feeding.

Weapons labeled with "attached" require a mount. You must take a full-round action to set the weapon in place, either flipping up a mount and positing the barrel, or lying down and firing the gun from a prone position. Standing mounts are generally vehicles and tripods while bipods are used from prone.

## Ammo Capacity

Each gun has a maximum number of bullets it can carry, and a mechanical means to carry them. "Internal" firearms keep their bullets in the body of the weapon. "Cylinder" firearms keep their bullets in a rotating barrel. "Mag" firearms keep their bullets in a pre-loaded magazine. Finally, "Linked" firearms take bullets that are linked to each other by small metal clips of 50 at a time.

## Size

All weapons are listed as if a medium character is using them. To buy one for a large creature is not easy but possible. Because guns are more then slabs of sharp steel every size increase increases the price by 4 times and increases the caliber it uses by 2 steps (A->C, B->D, etc) if going big would take you above the S caliber ammo cost doubles per step. To buy a gun for a smaller creature you pay 75% of the listed price and decrease the caliber by 2 steps. If this takes you below A you must pay $500 (25 gp) for specially craft ammo this cost increases by x1.5 for every step below A-1. Weapon weight uses the normal doubling or halving of weight per size category.

## Restriction

The restriction of a firearm refers to just how easy/legal it is to get your hands on. The labels on the Generic Firearms Table adjust the cost of a weapon when you attempt to purchase it off of the Black Market and tell you which ones are illegal in the first place. For instance the USA would have a restriction of Medium so anything labeled Med or Low would be a perfectly legal purchase. Depending on your location will depend on the restriction level. Any guns bought outside the restriction level have to be bought illegally or crafted.

Guns bought off the black market are double the price per restriction level it breaks. In the USA a sawn off shotgun would cost 4 times it's normal cost and a heavy machine gun would cost twice as much.

Note: just because you can buy them doesn't suddenly make them legal in your hands (unless you have ads that does make them legal in your hands.)

## Bullet Drop

At certain long ranges there are so many factors effecting the bullet that the bullet can do off target even if the shooter does everything right. Every 600 ft you subtract a d6 from your total to hit. To hit target 1,800 feet away you would suffer 3d6 worth of bullet drop in addition to range penalties.

## Generic Ammunition

The table below lists all ammunition by damage and price. The 5 standard types of bullets, A through E, are loose approximations of common calibers of modern bullets and step up in damage through the standard dice: 1d6, 1d8, 1d10, 2d6, and 2d8. A firearm listed as "B" type damage thus takes "B" type ammo.

Shot are small containers of pellets. When they fire, the pellets spread out in a wider area, but do less damage individually. As a result, shot takes a penalty, damage -1, for every range increment after the first.

There are also two kinds of non-lethal rounds, Rubber bullets and Bean-Bag rounds. Rubber bullets have been made of wood, wax, and most recently plastic. We use "rubber" as a generic term for any round that's designed to be, as it were, less- than-lethal. They come in "A" and "B" calibers, which means they can be loaded into any weapon that takes those ammo types, and they do 2d6 NL, except on a critical hit, in which case they do half their damage as NL and half as HP.

Bean-Bag rounds are small pouches filled with lead balls. You must buy a special kind of Shotgun to fire Bean-Bag rounds, however, and they follow the same rules about lethality as plastic rounds: 2d8 NL, except on a critical hit, in which case half their damage is NL and half is HP. You can also purchase special bullets that increase the damage of your firearms by either exploding on impact (bludgeoning), or flattening (slashing/piercing), or burning (heat/fire). Extra-damage ammo costs $2,000 (100 gp) plus the base cost and increases the damage by 1d6. When you purchase the ammo, you must specify if the extra damage is bludgeoning, heat-based, or slashing/piercing. This game uses the term "clip" to refer to both speed-loaders and actual clips: any small device used to quickly load bullets into, and remove spent shells out of, a cylinder or internally loaded firearm. They reduce the loading time from a full-round action to a move action.

When you purchase a firearm that takes magazines, it comes with one mag and bullets. When you buy bullets, they come with mags. Basically, don't worry about mags unless you're buying large mags.

## Modifying Generic Firearms

You can also modify your guns, having them customized, doing it yourself, or just buying superior quality.

Ammo Capacity: For Internal and Cylinder weapons, you can increase the number of bullets that they normally carry. Most of the time, this means you simply happen to have purchased a weapon that has more chambers in the barrel, many revolvers have more than six chambers, although you could, conceivably, machine new parts for yourself just for the hell of it. Either way, pay PDC +1 to increase the number of bullets by 50% (which also increases weight by 25%), or PDC +2 to increase capacity by 100% (and weight by 50%). Doubling the ammo capacity is the max. For Clip ammo, you can simply buy a larger clip off the Generic Ammunition Table.

Fully Automatic: This upgrade changes a semiautomatic weapon into a fully automatic weapon. You can apply this upgrade to any weapon for which the equivalent does not already exists (i.e., a fully automatic rifle is called a "submachine gun" or an "assault rifle").

Higher Caliber: It's theoretically possible to load "E" ammo into a derringer. You just have to modify the derringer. For $10,000 you can increase the size of the bullets a weapon can fire by one letter. For example, you could alter a Revolver so that it fires D-type rounds (2d6) instead of C-type (1d10). If your GM permits, and she is under no obligation to do so, you can step the damage up more than one ammo type for $10,000 per step. You can increase the the power 2 steps beyond E increasing the damage by a step each time.

Increased Range: You can increase the range of your handgun, usually by having the barrel elongated slightly, but any flavour text you like will do. Pay an extra 25% to increase the handgun's Range Increment by 25% (rounded down to the nearest 10 feet). The maximum Range Increment for a handgun is 80 ft. This range increases does stack with super sight but can not surpass the 80 ft range limit as the range limitation come from the gun itself.

Scope: Unlike hand guns it's the limitation of human sight that keeps long arms from reaching as far as the bullet will go which is why we put small A scopes come in 3 different variants, low power, high power, and adjustable. Low power scopes increase the range of a gun by 25% (rounded down to the nearest 10 feet) as it makes it easier to see your target when they are slightly farther away. High power scopes increase a guns range by 100%, doubling their range however they have a -4 to hit targets in their first range increment due to them being too zoomed in and causing tunnel vision. This is offset by having no penalty to hit targets in your second range increment, gaining the standard -2 per range increment afterwards, and having 12 increments rather then the standard 10. Lastly high power scopes change bullet drop from a -1d6 per 600ft to +1d6-4 per 600 ft as most scopes of this power have markers to help predict bullet drop. Adjustable scopes can switch between a low and high power as a full round action. These range increases do stack with super sight equaling 125% (rounded down to the nearest 10 feet) for low power and 200% for high power.

Mastercraft: These weapons gain Mastercraft bonuses, either an attack +1 (Mastercraft), or a combined attack/damage +1 (Improved). For Awesome or Supreme Mastercraft, you have to make in-game contact with someone who has the skills to do such work. This is separate from enchantments and does not make the weapon super however it does stack with bonuses from enhancements up to a max of +5 attack/damage.