Weapon Rules

The following rules apply to some weapons in Mashup 2.0. If a particular rule applies to a weapon, it will be noted in its entry.

## General Weapon Rules

### Mastercraft Weapons

A mastercraft weapon is one of exceptional quality, which provides a bonus on attack rolls from +1 to +3.

A mastercraft weapon that provides a +1 bonus on attack rolls can usually be purchased on the open market. This is typically a custom version of a common weapon, which increases the Purchase DC by +3 (with the price of the weapon increasing accordingly).

Mastercraft weapons with a bonus of +2 or +3 are not common and are generally not for sale on the open market. If a mastercraft +2 or +3 item could be found for purchase, its Purchase DC would be increased by +6 or +9, respectively.

Some weapons are of mastercraft quality even without customization, such as the Glock 17 pistol. In these cases, the Purchase DC is not increased, as the mastercraft costs are already included.

A weapon must be at least of mastercraft +1 quality before it can be magically enhanced.

## Firearm Rules

### Adjustable Fittings

Some rifles are equipped with adjustable fittings. Adjustable fittings make the weapon more comfortable and natural-feeling to the wielder, improving aim. The wielder does not have to take advantage of adjustable fittings; the weapon functions normally even if the adjustable fittings are not used.

To gain the benefit of adjustable fittings, a user must first make an initial adjustment, which takes 10 minutes. The adjustment benefits only that individual; if another character wishes to gain the benefit of adjustable fittings, they must make their own initial adjustment (thereby negating the original user's initial adjustment).

Adjusted fittings increase the bonus on attack rolls from the Dead Aim feat by +1. A character without the Dead Aim feat gains no benefit from adjustable fittings.

### Bipods

Many weapons come equipped with bipods. A bipod gives a weapon additional stability and, under the right circumstances, improves aim.

To use a bipod, a character must be able to place it on a solid surface at roughly shoulder height. The most common method of using a bipod is to fire from the prone position, so that the wielder's shoulder, like the weapon and the bipod, is close to the ground. However, a weapon with a bipod can be used from a crouched or even standing position if the bipod is set on a wall or table.

Only Large or larger weapons can benefit from a bipod. A bipod used with a Large weapon grants the user a +1 equipment bonus on attack rolls. This bonus applies only to the first attack made in each round.

Any Huge or larger weapon must be used with a bipod or other type of mount. Because the bipod or mount is a necessary and standard part of such a weapon's support, it does not grant a bonus on attack rolls.

Most bipods can be folded up for ease of transport. Deploying a folded bipod is a move action.

### Folding Stocks

Some firearms feature folding or collapsible stocks (for rules purposes, the two are identical). Folding a weapon's stock grants a +2 circumstance bonus on Sleight of Hand checks made to conceal the weapon.

Using a Large or larger weapon with the stock folded imposes a -1 penalty on all attack rolls. Folding or unfolding the stock is a move action. If you have a base attack bonus of +1 or higher, you can fold or unfold a folding stock as a free action when moving.

### Suppressed Weapons

A suppressor is a device that captures the supersonic gases that propel a bullet from a firearm, slowing them as they escape from the barrel to below supersonic speed (and hence silencing them). A suppressor does nothing to slow the actual bullet, which also makes a loud noise if it travels at supersonic speed.

A weapon that deals 2d4 points of damage or less operates silently when using a suppressor; see Silent Weapons, below.

When firing standard ammunition, a suppressed weapon that normally deals 2d6 or more points of damage is not silent. The sound is reduced, however, and because it originates not from the firearm but from the bullet as it passes the listener, it's difficult to tell where the sound is coming from. A successful Perception check (DC 15) is required to locate the source of the gunfire.

Any weapon fitted with a suppressor can operate in silenced mode by using subsonic ammunition, A weapon in silenced mode deals less damage than normal (see Silent Weapons, below).

See the Suppressor entry for more information.

### Silent Weapons

Some weapons not only muffle the muzzle blast but also eliminate the supersonic boom of the bullet itself, by reducing the velocity of the bullet to below supersonic speed. Generally, a series of tiny holes in the barrel bleed off some of the propellant gases, preventing the bullet from accelerating to supersonic speed. The bled-off gases are trapped and slowed along with the muzzle gases in a built-in suppressor called a silencer.

A silencer reduces a weapon's damage. Firearms that deal 2d4 points of damage are unaffected, as such bullets travel at or below the speed of sound anyway. Fore firearms that normally deal 2d6 points of damage, silencing imposes a -1 penalty on damage rolls. For firearms that normally deal 2d8 or 2d10 points of damage, silencing imposes a -2 penalty on damage rolls. Weapons that normally deal 2d12 or more points of damage cannot be silenced.

When a silenced weapon is fired, the only sound is the mechanical action of the weapon. Noticing the sound of a semiautomatic or automatic silenced weapon requires a successful Perception check (DC 15).

Some semiautomatic and automatic weapons designed for use with silencers include a bolt lock or slide lock. This device prevents the action from cycling, reducing the mechanical noise of the weapon firing. However, when a bolt lock or slide lock is used, the weapon's rate of fire is reduced to single shot. Weapons that already have a single-shot rate of fire (such as bolt-action rifles) are always considered locked. Engaging or disengaging a bolt lock or slide lock is a free action. Noticing the sound of a silenced and locked weapon requires a successful Perception check (DC 20).

### Three-Round Burst

Some firearms have a three-round burst setting. When used with the Burst Fire feat, these weapons fire only three bullets instead of five and can be used with only three bullets in the weapon. The setting does not grant the ability to make burst fire attacks without the Burst Fire feat; if you use the setting without the feat, you make a normal attack, and the extra two bullets are wasted.

### Two-Round Burst

Some firearms have a two-round burst setting. Firing a two-round burst is a single attack against a single target. You receive a -2 penalty on the attack roll, but deal +1 die of damage with a successful hit. You can only fire a two-round burst if there are at least two bullets in the weapon.