Bunkers and Badasses

by Axxroytovu

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Bunkers & Badasses

Introduction

Do you like rollable tables? Do you like loot? Do you like having a brazillion possible weapons? Of course you do! Why else would you be reading this, because you like rhetorical questions? What a strange notion!

This document was born of the idea that YOU CAN NEVER HAVE TOO MANY GUNS! That's right, if you made a new weapon from this book every second the sun would explode before you can make all of the combinations. I might have made that statistic up but it's fun to say.

Also we have some other goodies for you badasses who read the whole book. Shields! Grenades! Class abilities! Monsters! Almost everything you could need to run a campaign set on Pandora. Except friends. This book will not give you friends.

The Manufacturers

This book introduces 12 manufacturers from the world of Borderlands

Atlas

Atlas weapons are high quality, deadly machines. Their intelligent on board systems are significantly more advanced than other manufacturers.

Bandit

Bandit weapons are usually scrapped together pieces of junk. They often have huge capacities but lower damage than other manufacturers.

Dahl

Dahl weapons are mass produced efficient machines. They are highly accurate and deal average damage.

Hyperion

Jakobs

Jakobs rifles are custom made and exceptionally durable. Jakobs weapons can be fired as fast as their magazines can unload.

Maliwan

S&S Munitions

S&S Munitions weapons are the budget item for their quality. Prone to be unstable with large magazines, S&S Munitions weapons are best for a fighter on a budget.

Scav

Tediore

Torgue

Torgue rifles are explosive, dealing blast damage to nearby enemies. Torgue ARs will vary between lobbing grenade-like explosives and shooting rockets at their target.

Vladof

Vladof weapons are built to lay down heavy fire, shooting a huge number of bullets in a short amount of time.

Weapon Generation

The following sections will run you through how to generate infinite different weapon combinations. You are going to start on this page, which will determine the weapon's type and rarity. Some weapon types are not available before level 6. Once you have determined the weapon's type and rarity, you can go to the weapon type's appropriate chapter to determine the rest of the weapon's statistics.

Table 1.1: Weapon Type By Item Level

Level 1-5 Level 6-13 Level 14-20 Gun Type
01-22 01-17 01-14 Assault Rifle
18-28 15-33 Laser Rifle
23-53 29-51 34-49 Pistol
52-56 50-58 Rocket Launcher
54-78 57-73 59-73 Shotgun
79-84 74-85 74-88 Sniper Rifle
85-00 86-00 89-00 SMG

Table 1.2: Weapon Rarity

d100 Rarity Accessory Chance
01-55 Common none
56-75 Uncommon 71-00
76-90 Rare 51-00
91-97 Very Rare all
98-99 Unique all
00 Artifact all

Weapon Damage

In order to properly determine the damage for all possible weapons using this method, it becomes necessary to do some math. Each weapon type and rarity is provided with a pair of A and B values, and the number of damage dice can be calculated using the following equation:

N_dice = ceiling( b * exp( a * level ))

where "a" and "b" are given in the table, "level" is the level of the item, and N_dice is the number of dice to use. For example, if the table says that for a common d8 assault rifle a = 0.104 and b = 0.861, a level 9 rifle would roll 3d8.

New Special Properties:

Explosive Reload

Some weapons have a self-destruct feature that allows them to be used as a grenade when reloading. When reloading a weapon with this property you can throw the weapon as part of the action used to reload it. As soon as it leaves your hand, it acts as a grenade. This grenade deals damage equal to the weapon's base damage, can be thrown 20 ft., and Explodes with a range of 10 ft.

Rapid Fire

Certain weapons can be fired extremely quickly. These weapons can be used one additional time in a full attack sequence, but impose a stacking -3 penalty on all full attacks. A standard full attack with one of these weapons would be 3 attacks with a -7 penalty.

Ricochet

Ricochet weapons have the unique ability to bounce their bullets off of walls or other hard surfaces to attack the target from a different angle. These weapons can be used normally, but you can also choose to make a ricochet attack. This must be called out before you make the attack roll. When you make a ricochet attack, you choose a hard surface to "bounce" your bullet off of (what constitutes a hard surface is up to GM discretion). You then make your standard attack, but the origin of the attack is the chosen location. This can negate directional bonuses like cover, but cannot affect concealment or other line-of-sight effects. The range penalty is calculated from the full travel distance of the bullet to the target. Some weapons have special effects that only occur after they have bounced.

Slag

Slag weapons deal normal damage, though they increase damage dealt from other sources. Creatures hit by a Slag weapon must make a Fortitude save. On a failed save, they gain the Slagged condition for 2 rounds. While they have this condition, they take 10% additional damage from all sources. They take no additional damage from weapons with the Slag property.

Slow

Creatures hit by a slow weapon must make a Fortitude save or have all of their movement speeds reduced by 5 ft.

Stabilizers

Some weapons get more accurate the more you use them. When making a full attack with these weapons, the penalty for full attacking is reduced by 1 on each successive attack. For example, a level 11 Soldier with the soldier's onslaught class feature would take penalties of -6, -5, -4 on their full attacks with stabilized weapons.

Wild

Wild weapons send out a spray of empowered bullets in a random pattern. All of your attacks with this weapon take a -1 penalty on their attack rolls but gain 1 additional damage dice.

New Weapon Fusions

Accuracy - Level 1

The accuracy fusion allows you to spend additional actions to ensure your shot will hit. By spending a move action to aim, you gain a +2 bonus on the next attack roll you make before the start of your next turn.

Bullet Speed Boost - Level 1

This fusion increases the bullet's kinetic energy, allowing them to better impact objects. These weapons gain the Breach special property.

Glitch: Amplify

Glitch: Loop

Glitch: Mutli-shot

Glitch: Overload

Luneshine: Boominator - Level 1-5

While wielding this weapon, all grenades and weapons with the explosive weapon property gain a damage boost based on the fusion level.

Level Additional Damage
1 +2
3 +4
5 +6

Luneshine: Fast Learner - Level 3

While wielding a weapon with this fusion, you gain 5% additional XP.

Luneshine: Harden Up - Level 5

While holding this weapon your maximum stamina is 15 higher. When you pick up this item you gain 15 stamina, and when you drop or stow this item you lose 15 stamina. This cannot bring you below 0 stamina.

Luneshine: Oxygenator - Level 1

While holding this weapon you gain a +2 insight bonus on Fortitude saves made to avoid suffocating.

Luneshine: Piercing Rounds - Level 10

Weapons with this fusion gain a special critical hit effect. Critical hits with this weapon ignore any temporary HP the target has from any source. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or this effect.

Luneshine: Punisher

Luneshine: Safe Guard

Luneshine: Serenity

Stability Boost - Level 5

This fusion stabilizes the weapon's internal functions. This allows you to reroll up to 1 damage dice per round when attacking with this weapon. This increases to 2 dice if applied to a weapon of at least level 13.

New Weapon Accessories

Extended Magazine - Level 1 - 200 GP

Can only be applied to weapons that have a capacity. Increase the weapon's capacity by 20%.

Lethality Mod - Varies

This mod adds flat damage to your attacks with an attached weapon.

Level Damage Boost Price
3 +1
9 +2
14 +3
18 +4

Unstable Power - Level 3 - 1300 GP

You remove some of the technology keeping the power core stable, but gain additional damage in exchange. The weapon gains 1 damage dice of additional damage. If you ever roll a 1 or a 2 on an attack roll with this weapon, the core fizzles out and gains the broken condition. You can spend a full round action to repair the core.

Assault Rifle - Longarm - 2 handed


Assault rifles are the bread and butter of any weapon combat. They are simple, effective, and relatively cheap. They are often standard issue items for military groups and can be easily mass produced for higher level combat.

In Starfinder, all assault rifles are two handed longarms. Most are projectile weapons, though some may have elemental capacitors that require charge.

To begin making an assault rifle, first roll on table 2.1: Manufacturers. This will give you the manufacturer of the main body of your assault rifle. Once you have your body, you can start determining the makers of the other parts for your weapon. Roll once each on table 2.1 for the weapon's stock, barrel, grip, and sight. If the body you chose can accommodate an elemental capacitor you can then roll on Table 2.2 to determine the weapon's element. If the weapon is rare enough to spawn with an accessory, roll once on table 2.4 to choose a proper weapon fusion for your weapon. Guns cannot have a weapon fusion of a higher level than the gun's level. If you roll a fusion of too high a level, roll again.

If you rolled "Unique" on the rarity table, roll again on table 2.5: Unique Parts. If you rolled "Artifact" on the rarity table, roll again on table 2.6: Artifact Parts. If you roll a particular part on one of these tables it overrides any part you roll during the normal item creation. They will also list the appropriate rarity damage equation to use to generate your weapon's damage.

Once you have determined all of the parts for your weapon, use tables 2.7 and 2.8 to determine the title and prefix for your gun. If you roll a Unique or Artifact part, the name of that part replaces the title from table 2.7. Examples of fully completed weapons are given at the end of the section.

Table 2.1: Manufacturers

d100 Manufacturer
01-11 Atlas
12-30 Bandit
31-45 Dahl
46-60 Jakobs
61-75 S&S Munitions
76-88 Torgue
89-00 Vladof

Table 2.2: Weapon Element & Special Effects

d100 Damage Type Ammunition Critical 1 Critical 2 Property 1 Property 2
01-70 Piercing Longarm Rounds Bleed (2d4) Wound Penetrating Harrying
71-76 Acid Charges Sicken Corrode (1d6) Deconstruct (1d4) Radioactive
77-82 Cold Charges Staggered Pulse (1d6) Slow Stun
83-88 Fire Charges Burn (1d6) Jet (2d4) Ignite (1d4) Bright
89-94 Electricity Charges Arc (1d6) Electrocute First Arc (1d4) Polarize (1d6)
95-00 Slag Longarm Rounds Nauseate Confuse Slow Aurora
- Explosive Longarm Rounds Knockdown Deafen Explode (10 ft) Breach

Table 2.3.A: Common AR Damage

Lvl d4 d6 d8 d10 d12 d20
1 1d4 1d6 1d8 1d10 1d12 1d20
2 1d4 1d6 1d8 1d10 1d12 1d20
3 1d4 1d6 1d8 1d10 1d12 1d20
4 1d4 2d6 1d8 1d10 1d12 1d20
5 1d4 2d6 1d8 1d10 1d12 1d20
6 2d4 2d6 1d8 1d10 1d12 1d20
7 2d4 2d6 1d8 2d10 2d12 1d20
8 2d4 2d6 2d8 2d10 2d12 1d20
9 3d4 3d6 2d8 2d10 2d12 2d20
10 3d4 3d6 2d8 2d10 2d12 2d20
11 3d4 3d6 3d8 3d10 2d12 2d20
12 4d4 4d6 3d8 3d10 3d12 2d20
13 5d4 4d6 3d8 4d10 3d12 2d20
14 6d4 5d6 4d8 4d10 3d12 2d20
15 6d4 6d6 5d8 5d10 4d12 3d20
16 7d4 6d6 5d8 5d10 4d12 3d20
17 9d4 7d6 6d8 6d10 5d12 3d20
18 10d4 8d6 7d8 7d10 5d12 4d20
19 12d4 9d6 8d8 8d10 6d12 4d20
20 14d4 10d6 9d8 10d10 7d12 4d20
21 16d4 11d6 10d8 11d10 7d12 5d20
22 19d4 13d6 12d8 13d10 8d12 5d20

Table 2.3.B: Uncommon AR Damage

Lvl d4 d6 d8 d10 d12 d20
1 1d4 1d6 1d8 1d10 1d12 1d20
2 1d4 1d6 1d8 1d10 1d12 1d20
3 1d4 1d6 1d8 1d10 1d12 1d20
4 1d4 2d6 1d8 1d10 1d12 1d20
5 1d4 2d6 1d8 1d10 1d12 1d20
6 2d4 2d6 1d8 1d10 1d12 1d20
7 2d4 2d6 2d8 2d10 2d12 1d20
8 2d4 3d6 2d8 2d10 2d12 1d20
9 3d4 3d6 2d8 2d10 2d12 2d20
10 3d4 3d6 2d8 2d10 2d12 2d20
11 4d4 4d6 3d8 3d10 3d12 2d20
12 4d4 4d6 3d8 3d10 3d12 2d20
13 5d4 5d6 4d8 4d10 3d12 2d20
14 6d4 5d6 4d8 4d10 4d12 3d20
15 7d4 6d6 5d8 5d10 4d12 3d20
16 8d4 7d6 5d8 6d10 4d12 3d20
17 9d4 7d6 6d8 7d10 5d12 4d20
18 11d4 8d6 7d8 8d10 6d12 4d20
19 13d4 9d6 8d8 9d10 6d12 4d20
20 15d4 10d6 9d8 10d10 7d12 5d20
21 17d4 12d6 11d8 12d10 8d12 5d20
22 20d4 13d6 13d8 14d10 9d12 6d20

Table 2.3.C: Rare AR Damage

Lvl d4 d6 d8 d10 d12 d20
1 1d4 1d6 1d8 1d10 1d12 1d20
2 1d4 1d6 1d8 1d10 1d12 1d20
3 1d4 2d6 1d8 1d10 1d12 1d20
4 1d4 2d6 1d8 1d10 1d12 1d20
5 2d4 2d6 1d8 1d10 1d12 1d20
6 2d4 2d6 1d8 1d10 2d12 1d20
7 2d4 2d6 2d8 2d10 2d12 1d20
8 2d4 3d6 2d8 2d10 2d12 2d20
9 3d4 3d6 2d8 2d10 2d12 2d20
10 3d4 3d6 3d8 3d10 2d12 2d20
11 4d4 4d6 3d8 3d10 3d12 2d20
12 5d4 4d6 3d8 3d10 3d12 2d20
13 5d4 5d6 4d8 4d10 3d12 3d20
14 6d4 5d6 4d8 5d10 4d12 3d20
15 7d4 6d6 5d8 5d10 4d12 3d20
16 8d4 7d6 6d8 6d10 5d12 3d20
17 10d4 8d6 7d8 7d10 5d12 4d20
18 11d4 9d6 8d8 8d10 6d12 4d20
19 13d4 10d6 9d8 9d10 7d12 5d20
20 15d4 11d6 10d8 11d10 7d12 5d20
21 18d4 12d6 11d8 12d10 8d12 5d20
22 21d4 14d6 13d8 14d10 9d12 6d20

Table 2.3.D: Very Rare AR Damage

Lvl d4 d6 d8 d10 d12 d20
1 1d4 1d6 1d8 1d10 1d12 1d20
2 1d4 1d6 1d8 1d10 1d12 1d20
3 1d4 2d6 1d8 1d10 1d12 1d20
4 1d4 2d6 1d8 1d10 1d12 1d20
5 2d4 2d6 1d8 1d10 1d12 1d20
6 2d4 2d6 2d8 2d10 2d12 1d20
7 2d4 3d6 2d8 2d10 2d12 1d20
8 3d4 3d6 2d8 2d10 2d12 2d20
9 3d4 3d6 2d8 2d10 2d12 2d20
10 3d4 4d6 3d8 3d10 3d12 2d20
11 4d4 4d6 3d8 3d10 3d12 2d20
12 5d4 5d6 3d8 4d10 3d12 2d20
13 6d4 5d6 4d8 4d10 4d12 3d20
14 6d4 6d6 5d8 5d10 4d12 3d20
15 8d4 6d6 5d8 6d10 4d12 3d20
16 9d4 7d6 6d8 6d10 5d12 4d20
17 10d4 8d6 7d8 7d10 6d12 4d20
18 12d4 9d6 8d8 9d10 6d12 4d20
19 14d4 10d6 9d8 10d10 7d12 5d20
20 16d4 12d6 10d8 11d10 8d12 5d20
21 19d4 13d6 12d8 13d10 9d12 6d20
22 22d4 15d6 14d8 15d10 10d12 6d20

Table 2.3.E: Legendary & Seraph AR Damage

Lvl d4 d6 d8 d10 d12 d20
1 1d4 1d6 1d8 1d10 1d12 1d20
2 1d4 1d6 1d8 1d10 1d12 1d20
3 1d4 2d6 1d8 1d10 1d12 1d20
4 1d4 2d6 1d8 1d10 1d12 1d20
5 2d4 2d6 1d8 1d10 1d12 1d20
6 2d4 2d6 2d8 2d10 2d12 1d20
7 2d4 2d6 2d8 2d10 2d12 2d20
8 3d4 3d6 2d8 2d10 2d12 2d20
9 3d4 3d6 2d8 2d10 2d12 2d20
10 4d4 4d6 3d8 3d10 3d12 2d20
11 4d4 4d6 3d8 3d10 3d12 2d20
12 5d4 5d6 4d8 4d10 3d12 2d20
13 6d4 5d6 4d8 4d10 4d12 3d20
14 7d4 6d6 5d8 5d10 4d12 3d20
15 8d4 7d6 6d8 6d10 5d12 3d20
16 9d4 8d6 6d8 7d10 5d12 4d20
17 11d4 9d6 7d8 8d10 6d12 4d20
18 12d4 10d6 8d8 9d10 6d12 5d20
19 15d4 11d6 10d8 10d10 7d12 5d20
20 17d4 12d6 11d8 12d10 8d12 5d20
21 20d4 14d6 13d8 14d10 9d12 6d20
22 23d4 15d6 14d8 16d10 10d12 7d20

Table 2.3.F: Pearlescent AR Damage (Unfinished)

Lvl d4 d6 d8 d10 d12 d20
1 1d4 1d6 1d8 1d10 1d12 1d20
2 1d4 2d6 1d8 1d10 1d12 1d20
3 1d4 2d6 1d8 1d10 1d12 1d20
4 2d4 2d6 1d8 1d10 1d12 1d20
5 2d4 2d6 1d8 1d10 2d12 1d20
6 2d4 2d6 2d8 2d10 2d12 1d20
7 2d4 3d6 2d8 2d10 2d12 2d20
8 3d4 3d6 2d8 2d10 2d12 2d20
9 3d4 4d6 3d8 3d10 2d12 2d20
10 4d4 4d6 3d8 3d10 3d12 2d20
11 4d4 4d6 3d8 3d10 3d12 2d20
12 5d4 5d6 4d8 4d10 3d12 3d20
13 6d4 6d6 4d8 5d10 4d12 3d20
14 7d4 6d6 5d8 5d10 4d12 3d20
15 8d4 7d6 6d8 6d10 5d12 4d20
16 10d4 8d6 7d8 7d10 5d12 4d20
17 11d4 9d6 8d8 8d10 6d12 4d20
18 13d4 10d6 9d8 9d10 7d12 5d20
19 15d4 11d6 10d8 11d10 8d12 5d20
20 18d4 13d6 11d8 12d10 8d12 6d20
21 21d4 14d6 13d8 14d10 9d12 6d20
22 24d4 16d6 15d8 16d10 11d12 7d20

Manufacturers

Atlas

  • Body: Atlas bodies have an on board targeting system, which grants the weapon the Guided special property. Atlas weapons can have elements, roll once on table 2.2 for the weapon's element. Atlas rifles have a bulk of 2.
  • Stock: Atlas stocks grant the weapon the 1st critical hit effect.
  • Barrel: Atlas barrels use the d20 damage track and have a useage of 8 charges or 4 rounds.
  • Grip: Atlas grips have a capacity of 80 charges or 24 rounds.
  • Sight: Atlas sights have a range of 100 ft.

Bandit

  • Body: Bandit bodies double the weapon's capacity. Bandit weapons can have elements, roll once on table 2.2 for the weapon's element. Bandit rifles have a bulk of 2.
  • Stock: Bandit stocks grant the weapon the 1st weapon special property.
  • Barrel: Bandit barrels use the d4 damage track and have a useage of 2 charges or 1 round.
  • Grip: Bandit grips have a capacity of 100 charges or 30 rounds.
  • Sight: Bandit sights have a range of 60 ft.

Dahl

  • Body: Dahl bodies fire multiple shots when aimed properly; all Dahl bodied weapons gain the Boost (1d8) special property. Dahl weapons can have elements, roll once on table 2.2 for the weapon's element. Dahl rifles have a bulk of 1.
  • Stock: Dahl stocks give the weapon the 1st critical hit effect.
  • Barrel: Dahl barrels use the d6 damage track and have a useage of 2 charges or 1 round.
  • Grip: Dahl grips have a capacity of 60 charges or 18 rounds.
  • Sight: Dahl sights have a range of 80 ft.

Jakobs

  • Body: Jakobs bodies give the weapon the Automatic special quality. Jakobs rifles always deal piercing damage and have a bulk of 1.
  • Stock: Jakobs stocks give the 2nd weapon special property.
  • Barrel: Jakobs barrels use the d10 damage track and have a useage of 5 charges or 2 rounds.
  • Grip: Jakobs grips have a capacity of 40 charges or 12 rounds.
  • Sight: Jakobs sights have a range of 120 ft.

S&S Munitions

  • Body: S&S bodies give the weapon the Unwieldy special property, but are treated as 1 level higher when determining damage. S&S rifles can have an element, roll once on table 2.2 for the weapon's element. S&S rifles have a bulk of 1.
  • Stock: S&S stocks do not give a weapon effect.
  • Barrel: S&S barrels use the d8 damage track and have a useage of 3 charges or 1 round.
  • Grip: S&S grips have a capacity of 100 charges or 30 rounds.
  • Sight: S&S sights have a range of 40 ft.

Torgue

  • Body: Torgue bodies give the weapon the Explode (piercing damage, 5 ft.) special quality, but are treated as 1 level lower when determining damage. Torgue rifles use the Explosive damage type row and have a bulk of 2.
  • Stock: Torgue stocks give the 1st weapon special property.
  • Barrel: Torgue barrels use the d12 damage track and have a useage of 5 charges or 3 rounds.
  • Grip: Torgue grips have a capacity of 60 charges or 18 rounds.
  • Sight: Torgue sights have a range of 40 ft.

Vladof

  • Body: Vladof weapons have the Rapid Fire special property. Vladof rifles can have elements, roll once on table 2.2 for the weapon's element. Vladof rifles have a bulk of 1.
  • Stock: Vladof stocks give the 2nd critical hit effect
  • Barrel: Vladof has two barrels. Standard Vladof barrels use the d6 damage track and have a useage of 1 charge or 1 round.
  • Grip: Vladof grips have a capacity of 80 charges or 24 rounds.
  • Sight: Vladof sights have a range of 100 ft.

Table 2.4: Accessories

d100 Fusion Accessory
01-13 Accurate
14-28 Bayonet Bracket (Light) *
29-42 Bullet Speed Boost
43-56 Lethality Mod
57-72 Extended Magazine
73-86 Stability Boost
87-00 Unstable Core
  • Note: Bayonet Brackets come pre-installed with a unique weapon that deals damage as a sword cane of the highest level lower than the level of the gun.

E-tech Barrels

E-tech barrels are unique barrels that provide a specific effect based on the body type they are attached to. They typically completely change the function of the gun, giving it bizarre and alien abilities. E-tech weapons always use charges, regardless of their damage type. E-tech barrels always use the d10 damage track and have a useage of 3 charges.

  • Atlas Body: Atlas E-tech guns don't shoot normal bullets or lasers, but instead launch sticky orbs that traps their target. This acts as the Entangle special property, but the target receives a Reflex save (DC = 10 + weapon's item level + the attacker's Dexterity modifier) to avoid the effect.
  • Bandit Body: E-tech Bandit weapons lay down a hail of laser fire as the Automatic weapon property.
  • Dahl Body: Dahl weapons with E-tech barrels fire a spread of bullets in an arc in front of the user. When you use the Dahl boost special property, you can choose to deal half damage to all targets in front of you as the Blast special property.
  • Jakobs Body: Jakobs E-tech rifles are devastating and gain the Severe Wound critical hit property. If the weapon already has a critical hit effect, you may choose which effect triggers when you roll a critical hit.
  • S&S Munitions Body: The lasers shot by S&S rifles with E-tech barrels pass through their targets, giving this weapon the Line special property.
  • Torgue Body Torgue weapons with E-tech barrels have unique explosive rounds that allow the wielder to knock their target around. This acts as the Gravitation special property (5 ft.), but you can move the target in any direction.
  • Vladof Body Vladof E-tech rifles have bouncing bullets. These weapons gain the Ricochet special property.

Table 2.5: Unique Parts

d100 Part
01-17 E-tech Barrel
18-24 Meat Grinder
25-30 Boom Puppy
31-35 Sentinel
36-40 Boss Nova
41-44 Kitten
45-49 Stinkpot
50-54 Damned Cowboy
55-58 Evil Smasher
59-62 Hail
63-68 Ol' Painful
69-72 Rapier
73-78 Scorpio
79-72 Cry Baby
83-86 Ice Scream
87-90 Stomper
91-94 Wallop
95-98 Spear
99-00 CHOPPER

Table 2.6: Artifact Parts

d100 Part
01-06 Bastard
07-13 Destroyer
14-19 Draco
20-26 Fusillade
27-32 Guardian
33-39 Hammer Buster
40-45 KerBlaster
46-52 Madhous!
53-59 Mug Shot
60-65 Ogre
66-71 Raven
72-78 Revolution
79-84 Shredifier
85-90 Veruc
91-92 Lead Storm
93-94 Seeker
95-96 Seraphim
97 Avenger
98 Bearcat
99 Bekah
00 Serpens

Named Assault Rifle Parts

Avenger - Pearlescent Grip

Uncommon Power

The Avenger grip has a capacity of 40 charges or 12 rounds. The Avenger regenerates 1 charge each round and 1 round every 3 rounds. The Avenger is treated as 1 level higher when determining damage dice.

Bastard - Legendary Barrel

TORGUE! Bastard Guns for Bastard People!

The Bastard barrel uses the d12 damage track and uses 8 charges or 4 rounds. The Bastard is treated as 1 level higher when determining damage dice.

Bearcat - Pearlescent Body

I love the smell of popcorn in the morning.

Always spawns with the fire element. Bullets travel normally for the first 1/2 of their range. After reaching 1/2 of their normal range, they Explode for 1/2 damage in a 15 foot burst. This burst occurs if the original bullet missed its mark or if it was shot at a distant enemy. This acts in all other ways as a Dahl barrel.

Bekah - Pearlescent Stock

Shoot them in the face. Twice.

The Bekah gives the weapon the first critical hit effect. The Bekah gains a bonus on all damage rolls equal to the shot distance divided by 10 (minimum 0).

Boom Puppy - Rare Barrel

Boom! Boom! Boom! BOOM! BOOOM!!!! GOOD DOGGY!!!

The Boom Puppy barrel uses the d12 damage track, changes the ammunition to shells (use the capacity for rounds), uses 6 shells per shot, and is unwieldy. The Boom Puppy cannot spawn on a Jakobs body. Even if the Boom Puppy has an elemental capacitor it still uses shells as ammunition. Each shot launches a bouncing grenade that explodes each round for 3 rounds. This grenade targets like a thrown weapon and explodes with 5 ft. radius. After it explodes, it bounces 10 feet in a random direction according to the rules for missing with a thrown weapon. After bouncing 3 times it disappears. Unique prefix "Tiny Tina's".

Boss Nova - Rare Grip

BWAAAA BWAAAAA BWUUUMMMM!

The Boss Nova grip has a capacity of 100 charges or 30 rounds. When an attack with the Boss Nova misses, it instead explodes and deals half damage to all enemies in a 5 foot radius around the intended target. They receive a reflex saving throw to avoid this damage. A successful saving throw negates all damage. Plays dubstep while firing.

CHOPPER - Rare Grip

Get to it.

The CHOPPER grip has a capacity of 150 charges or 45 rounds. The grip adds the Automatic weapon property and can only be used in automatic mode.

Cry Baby - Rare Body

I-i-i-saac.

The Cry Baby acts in all ways as a Bandit body with one additional effect. Roll on the following table to determine the exact effect for that gun. If the weapon gains a second critical hit effect in this way, it overwrites the old effect.

d6 Effect Prefix
1 Automatic #1
2 Line Fletched
3 Burst Monstro's
4 Boost (1d10) Chocolatey
5 Rapid Reload Bloody
6 Knockdown Toothy

Damned Cowboy - Rare Body

Speak Softly. Carry This.

A Damned Cowboy is treated as 1 level higher for damage calculations and gains the unwieldy property. The Damned Cowboy body acts in all other ways as a Jakobs body, but does not gain the automatic property.

Destroyer - Legendary Scope

The destructor has come

The Destroyer has a base range of 100 ft. The Destroyer allows you to make a unique Automatic attack. When making an automatic mode attack with this weapon, the start of the 50 ft. cone is any square 50 ft. away from you and must face away from you. You then attack all enemies within this cone as standard for the Automatic ability.

Draco - Very Rare Grip

Dragon Fire!

The Draco gives a capacity of 100 charges and always spawns with the fire element. Gives the weapon the Burn special weapon property that procs on rolls of both 19 and 20. Rolling a 19 does not activate other critical hit effects or double the weapon's base damage. See page 3 for the Burn damage.

Evil Smasher - Rare Grip

Evil will be SMASHED!!! WITH SMASHING!!! EVIL!!! SMASH!!! ER!!!

The Evil Smasher acts in all ways as a Torgue grip. When reloading, roll a d20. If you roll a 17 or higher, that clip of ammunition deals 1 additional damage dice.

Fusillade - Legendary Stock

Provides a +1 insight bonus on attack rolls. Treat the Fusillade as 1 level higher for calculating damage dice.

Guardian - Legendary Grip

Hold your ground... Forever.

The Guardian grip has a capacity of 60 charges or 18 rounds. The Guardian recharges itself at a rate of 1 charge per round or 1 round per three rounds.

Hail - Rare Body

What plaything can you offer me today?

The Hail body is manufactured by Vladof and always spawns with an elemental capacitor and has a bulk of 1. When you roll on the elemental capacitor table continue rolling until you get an element. The Hail ignores any soft or partial cover that can be shot over, such as a low wall or an ally. This weapon always spawns with the first critical hit effect for its element type.

Hammer Buster - Legendary Scope

Gar! Gorarr! My dad's a scientist! GWARRRR!!!!

The Hammer Buster has a range of 70 ft. The weapon gains the Severe Wound special quality.

Ice Scream - Rare Grip

Winter is numbing.

The Ice Scream grip has a capacity of 80 charges. Always spawns with the cold element and has the Staggered critical hit modifier. Plays ice cream truck music while firing.

Kitten - Rare Barrel

We're all mad here. I'm mad. You're mad.

The Kitten uses the d6 damage track and has a useage of 1 charge. Always has an element and cannot spawn on a Torgue or Jakobs body. A successful hit with the Kitten heals 1 stamina per damage dice.

KerBlaster - Legendary Barrel

Torgue got more BOOM!

The KerBlaster uses the d6 damage track and has a useage of 5 charges or 3 rounds. When you hit a target, the bullet drops a grenade (Explode [same damage, 10 ft.]) on one of the corners of the target's square. This grenade explodes at the beginning of your next turn.

Lead Storm - Seraph Body

What a glorious feeling!

The Lead Storm acts in all ways as a Vladof body. Attacks with the lead storm ignore soft or partial cover that can be shot over, such as a teammate or a low wall.

Madhous! - Legendary Body

It's a Madhouse! A MADHOUSE!!!

The Madhous! body acts as a Bandit body. Additionally, it gains the Wild special property.

Meat Grinder - Rare Grip

War is in your blood

The Meat Grinder has a capacity of 200 charges or 60 rounds.

Mug Shot - Legendary Body

Does your face hurt? It's killin' me...

The Mug Shot always deals explosive damage and deals damage as if it were 1 level higher. It otherwise acts as the Dahl body, including the Boost (1d8) special property.

Ogre - Legendary Barrel

Ogre SMASH!

The Ogre uses the d12 damage track and has a useage of 3 rounds. Always no element, has the Explode (5 ft.) weapon property. Treat the Ogre as 1 level higher when determining damage dice.

Ol'Painful - Rare Barrel

Come on in... Ol' Painful is waiting.

The Ol'Painful must spawn with the fire element. It uses the d10 damage track, but calculate the final damage using Table 3.3 instead of Table 2.3. Shoots lasers instead of bullets.

Rapier - Rare Accessory - Level 7

As I end the refrain, thrust home.

The Rapier acts as the Bayonet Bracket accessory. The Rapier gives you a bonus on melee damage rolls with the Rapier equal to the weapon's level, but makes you vulnerable to all melee damage while you are holding the weapon. Unique prefix "Captain Blade's".

Raven - Legendary Stock

2 more bullets make all the difference

The Raven acts as a Dahl stock and also grants the weapon the Boost (1d10) special property. This overwrites any Boost already on the weapon. The Raven can "super boost" by continuing to use either move or standard actions to charge the weapon. For each action used this way, add 1d10 to the boost damage. This can be used to a maximum total boost damage of 5d10.

Revolution - Legendary Grip

Guns of the Revolution will never fall silent!

The Revolution gives a capacity of 150 charges or 45 rounds. Increase the damage dice by one step (d4 to d6, d6 to d8 etc.) to a maximum of d20.

Scorpio - Rare Stock

Say not in grief: "He is no more." but live in thankfulness that he was.

This stock acts as the Dahl stock. Weapons with the Scorpio stock always have the Boost (1d8) special weapon property. If the weapon already has the boost property, the damage increases to 2d8.

Seeker - Seraph Scope

Oh, yeah, that's fair...

The Seeker has a range of 30 feet. Provides a +1 circumstance bonus on attack rolls and ignores partial cover, soft cover, and concealment (but not improved cover, total cover, or total concealment).

Sentinel - Rare Scope

A watchful eye

The sentinel has a range of 120 ft. Reloading this weapon is one action faster (Standard action becomes a move action, move action becomes a swift action, swift action becomes a free action).

Seraphim - Seraph Barrel

Holy? Holy? Holey!

The Seraphim uses the d6 damage progression and consumes one charge. Always spawns with the fire element. Shoots lasers.

Serpens - Pearlescent Barrel

Poison in your veins

The Serpens uses the d10 damage progression and uses 2 charges. Always deals acid damage. Bullets snake around cover, reducing soft or partial cover to no cover and full cover to partial cover.

Shredifier - Legendary Stock

Speed Kills.

The Shredifier adds the Rapid Fire weapon property and the first weapon special property for the weapon's element. If the weapon already had the Rapid Fire special property, the stacking penalty is reduced to -2.

Spear - Rare Barrel

Useful for kicking Hector's bitch ass.

The Spear barrel uses the d10 damage track, has a useage of 5 charges or 2 rounds, and is treated as 1 level higher for calculating damage. Unique prefix "Ajax's".

Stinkpot - Rare Barrel

We're pirates, we don't follow the rules

The Stinkpot barrel uses the d10 damage track, changes the ammunition to shells (use the capacity for rounds), and uses 4 shells per shot. The Stinkpot always deals acid damage, and gains the Explode (10 ft.) special property.

Stomper - Rare Scope

Oh, sorry, was that your head?

The Stomper has a range of 120 ft. and gives the weapon the Wound and special quality.

Veruc or Major Tom - Legendary Body

I want that rifle, Daddy! or
Destroy the martian spiders!

This acts in all ways as a Dahl body. When you use the Boost special ability, you also attack two additional targets who are adjacent to your primary target. Roll one standard attack roll and compare the result to all three of their AC values.

Wallop - Rare Scope

Packs one hell of a...

The Wallop has a range of 70 ft. and gives the weapon the Sniper (500 ft.) special quality.

Table 2.7: Weapon Title

Barrel \ Body Atlas Bandit Dahl Jakobs S&S Torgue Vladof
Atlas Aspis Biggy Gun Phalanx Lawman Stomper Pike Warrior
Bandit Rifle Mashine Gun Rifle Rifle Rifle Rifle Rifle
Dahl Doru Carbene Carbine Scarab Mauler Root Renegade
E-tech Blaster BlASSter Blaster Blaster Blaster Blaster Blaster
Jakobs Sarrisae Ass Beeter! Defender Rifle Havoc Lance Guerilla
S&S Xiphos Rafle Flare Nimbus Machine Gun Pulser Body
Torgue Kontos Rokets! Grenadier Cannon Pounder Torpedo Rocketeer
Vladof Xyston Spinigun Minigun Gatling Gun Machine Gun Spitter Spinigun

Table 2.8: Weapon Prefix

Note: Read this chart from top to bottom. The first row that has a feature of the weapon determines the weapon's prefix.

Feature \ Body Atlas Bandit Dahl Jakobs S&S Torgue Vladof
Accurate Distinguishing Akurate Scout Deadshot Intense Rigorous Severe
Bayonet Bracket Impaling Nifed Breach Razor Slicing Stabbing Skewering
Bullet Speed Boost Surpassing Fast Bullets Deep Cowboy Deathly Slippery Swift
Lethality Mod Optimal Nassty Attack Boss Shattering Nasty Ferocious
Extended Magazine Maximal Expandifide Onslaught Flush Big Plump Expansive
Stability Boost Prevailing Taktical Patrol Horse Stable Rhythmic Resolute
Unstable Core Supreme Wyld Asss Feral Wild Frantic Wild Rabid
Acid Element Pestilent Crudy Corrosive - Caustic - Corrosive
Cold Element Chilling Frosty Ice - Frosty - Frozen
Electric Element Fulgurating Zapper Sapping - Static - Sapping
Fire Element Combustion Fire Fire Incendiary - Incendiary - Hot
Slag Element Erupting Slaged Slag - Retching - Slag
Unique Prefix - - - - - - -
Atlas Grip Noteworthy Pricey Captain Sheriff's AR540 Studded Gloomy
Bandit Grip Forever Bandity Reserve Filled CR340 Lumpy Forlorn
Dahl Grip Solid Greesy Smooth Slick AR520 Slippery Woeful
Jakobs Grip High-Caliber Hevy Heavy Ornery TCH24 Hard Oppressed
S&S Grip Constant Thack Wide 8-Shooting HLK590 Pulsing Tragic
Torgue Grip Impressive Hurty Skirmish Leather HVY490 Thick Grim
Vladof Grip Pearly Shooty Blitz Fast HLK20 Wanton Angry

Example Weapons

Combustion Sarrisae - Level 1

Rolls

  • Rarity: Common
  • Body: Atlas
  • Stock: Torgue
  • Barrel: Jakobs
  • Grip: Torgue
  • Sight: Vladof
  • Element: Fire
  • Accessory: None
Stats

  • Damage: 1d10 F
  • Range: 80 ft.
  • Critical: None
  • Capacity: 18 rounds
  • Useage: 1 round
  • Bulk: 2
  • Properties: Guided, Ignite (1d4)

Hard Rifle - Level 10

Rolls

  • Rarity: Uncommon
  • Body: Torgue
  • Stock: S&S Munitions
  • Barrel: Bandit
  • Grip: Jakobs
  • Sight: Vladof
  • Element: None
  • Accessory: None
Stats

  • Damage: 5d4 C
  • Range: 100 ft.
  • Critical: None
  • Capacity: 40 charges
  • Useage: 2 charges
  • Bulk: 2
  • Properties: Explode (5ft)

Frantic Revolution - Level 12

Rolls

  • Rarity: Artifact
  • Body: S&S Munitions
  • Stock: Dahl
  • Barrel: Torgue
  • Grip: Revolution
  • Sight: Atlas
  • Element: Slag
  • Accessory: Unstable Core
Stats

  • Damage: 2d20 P
  • Range: 100 ft.
  • Critical: Nauseate
  • Capacity: 45 rounds
  • Useage: 3 rounds
  • Bulk: 1
  • Properties: Slag, Unstable Core Accessory

Fletched Cry Baby - Level 17

Rolls

  • Rarity: Unique (Rare)
  • Body: Cry Baby
  • Stock: Bandit
  • Barrel: Bandit
  • Grip: S&S Munitions
  • Sight: Jakobs
  • Element: None
  • Accessory: None
Stats

  • Damage: 10d4 P
  • Range: 120 ft.
  • Critical: none
  • Capacity: 60 rounds
  • Useage: 1 round
  • Bulk: 2
  • Properties: Line, Penetrating

Laser Rifle - Longarm - 2 handed


Laser rifles are incredibly varied. All of the different manufacturers have developed wildly different laser focusing devices and laser generation technologies. Unlike other weapon types, laser rifles do not come with attachments or accessories to augment their effects.

Table 2.1: Manufacturers

d100 Manufacturer
01-16 Atlas
17-42 Dahl
43-61 Hyperion
62-80 Maliwan
81-85 S&S Munitions
86-00 Tediore

Table 2.2: Weapon Element & Special Effects

d100 Element Ammunition Critical 1 Critical 2 Property 1 Property 2
01-15 Acid Charges Sicken Corrode (1d6) Deconstruct (1d4) Radioactive
16-23 Cold Charges Staggered Pulse (1d6) Slow Stun
24-83 Fire Charges Burn (1d6) Jet (2d4) Ignite (1d4) Bright
84-93 Electricity Charges Arc (1d6) Electrocute First Arc (1d4) Harrying
94-00 Slag Charges Nauseate Confuse Penetrating Aurora

Manufacturers

Atlas

  • Body: Atlas laser bodies have on-board targeting systems, which give the weapon the Guided special property. Atlas lasers have a bulk of 2.
  • Barrel: Atlas lasers shoot a huge glob of energy that explodes on contact, giving them the Explode (10 ft.) special property. Atlas barrels use the d20 damage track and consume 10 charges.
  • Grip: Atlas grips have a capacity of 80 charges.
  • Stock: Atlas stocks grant the weapon the 1st critical hit effect.
  • Scope: Atlas sights have a range of 100 ft.

Dahl

  • Body: Dahl bodies can shoot multiple shots at once if aimed properly. This gives all Dahl lasers the Boost (1d8) special property. Dahl lasers have a bulk of 1.
  • Barrel: Dahl barrels do not give a special ability to the laser fire. Dahl barrels use the d6 damage track and have a useage of 2 charges.
  • Grip: Dahl grips have a capacity of 60 charges.
  • Stock: Dahl stocks give the weapon the 1st critical hit effect.
  • Scope: Dahl scopes have a range of 80 ft.

Hyperion

  • Body: Hyperion laser bodies give their weapons the Stabilizers special property. Hyperion lasers have a bulk of 1.
  • Barrel: Hyperion laser barrels have a focusing crystal that changes the beam into a rail gun. Hyperion barrels use the d12 damage track and gain the Unwieldy and Sniper (200 ft) special properties. Hyperion barrels have a useage of 5 charges.
  • Grip: Hyperion grips have a capacity of 80 charges.
  • Stock: Hyperion stocks give the 1st special weapon property.
  • Scope: Hyperion scopes have a range of 120 ft.

Maliwan

  • Body: Maliwan laser bodies always burst with additional elemental damage, which act as the First Arc (1d6) special weapon property. Maliwan lasers have a bulk of 2.
  • Barrel: Maliwan lasers are continuous beams of energy, which grant the weapon the Line special property. Maliwan lasers use the d8 damage track and have a useage of 3 charges.
  • Grip: Maliwan grips have a capacity of 40 charges.
  • Stock: Maliwan stocks give the 2nd critical hit effect.
  • Scope: Maliwan scopes have a range of 60 ft.

S&S Munitions

  • Body: S&S laser bodies shoot lightning instead of the traditional laser bolts. Their weapons always have the First Arc property and can only spawn with the Electricity element.
  • Barrel: S&S barrels have alternating filters which alter the energy passing through them. This gives the resulting weapon the Polarize (1d8) special property. S&S barrels use the d4 damage track and have a useage of 1 charge.
  • Grip: S&S grips have a capacity of 100 charges.
  • Stock: S&S stocks give the 2nd special weapon property.
  • Scope: S&S scopes have a range of 40 ft.

Tediore

  • Body: All Tediore weapons have the Explosive Reload special property. Tediore lasers have a bulk of 2.
  • Barrel: Tediore lasers fire a spray of lasers in a wide cone, giving them the Blast special property. Tediore lasers use the d10 damage track and have a useage of 3 charges.
  • Grip: Tediore grips have a capacity of 60 charges.
  • Stock: Tediore stocks give the 1st special weapon property.
  • Scope: Tediore scopes have a range of 40 ft.

Table 2.5: Unique Parts

d100 Part
01-11 Bright Spadroon
12-21 E-GUN
22-32 Firestarta
33-42 Freezeasy
43-53 MINAC's Atonement
54-63 Mining Laser
64-74 Laser of Enlightenment
75-84 Vandergraffen
85-95 Vibra-Pulse
96-00 Ol' Rosie

Table 2.6: Artifact Parts

d100 Part
01-14 Absolute Zero
15-28 Cat O' Nine Tails
29-42 Laser Disker
43-56 Longest Yard
57-70 Min Min Lighter
71-84 Thunderfire
85-98 The ZX-1
99-00 Excalibastard

Named Laser Parts

Absolute Zero - Legendary Barrel

In this universe, there is only one absolute.

The Absolute Zero is a Maliwan barrel that grants the weapon the Line special weapon property. The Absolute Zero can only have a Cold element, uses the d20 damage track, has a useage of 10 charges, and reduces the total range of the weapon by 1/2.

Bright Spadroon - Unique Scope

The elegant way to be clumsy and random.

The Bright Spadroon gives the weapon a base range of 5 feet. When firing the Bright Spadroon, you do not provoke attacks of opportunity.

Cat O' Nine Tails - Legendary Grip

The cat's out of the bag.

The Cat O' Nine Tails grip has a capacity of 60 charges. Shots from the Cat O' Nine Tails have the Ricochet special property. Instead of the standard attack after hitting a wall, it instead reflects as if it had a range of 15 feet and the Burst special property.

E-GUN - Unique Body

Kills ghosts, apparently.

The E-GUN acts in all ways as a Dahl body. It always deals piercing damage (see table 2.2 for critical and properties for piercing damage weapons). The E-GUN still uses charges.

Excalibastard - Legendary Accessory - Level 15

Thou art most badass.

The Excalibastard acts as the Bayonet Bracket accessory. This accessory cannot be on weapons of less than level 15. Always deals cold damage and has the staggered critical hit effect (in addition to whatever effect it gains from the weapon's stock). The gun's critical hit effects trigger on both ranged attacks and melee attacks with this weapon. If you have a melee weapon with a critical hit effect installed in the Bayonet Bracket, you must choose which critical hit effect to trigger each time you roll a critical hit.

Firestarta - Unique Stock

Start some trouble.

The Firestarta always deals fire damage and has the Burn (2d6) critical hit property. The Firestarta triggers its critical hit effects on rolls of 18, 19 and 20, though a 18 or 19 does not count as a critical roll for any other abilities.

Freezeasy - Unique Barrel

Freeze them to save them!

The Freezeasy acts in all ways as a Maliwan barrel, but can only spawn with the cold element. The Freezeasy always has the Slow weapon property in addition to any other abilities it gets.

Laser Disker - Legendary Barrel

Shazbot!

The Laser Disker barrel gives the weapon the Explode (10 ft.) special property. The Laser Disker uses the d8 damage track for a rocket launcher of the same level. The Laser Disker consumes 5 charges.

Longest Yard - Legendary Body

Impressive.

Weapons with the Longest Yard body have the Unwieldy special property, double the range increment, and deal damage as a weapon 1 level higher. The Longest Yard otherwise acts as a Hyperion body.

Min Min Lighter - Legendary Barrel

Approached but never identified.

The Min Min Lighter only deals electricity damage, uses the d6 damage track, and consumes 5 charges per shot. The Min Min Lighter fires balls of electricity that damage all nearby creatures. When you fire the Min Min Lighter, place a token on the map less than 10 feet away from you to represent the ball of electricity. All creatures within 5 feet of the ball take the listed damage. If the target succeeds at a Reflex save, they take half damage. At the start of your turn, all of the tokens that you created move 5 feet in a random direction as if you had missed with a thrown weapon (see the Actions in Combat section of the CRB for rules on missing with a thrown weapon). After moving 5 times, the ball of electricity disappears.

MINAC's Atonement - Unique Stock

I'm not always that dangerously homicidal…

The MINAC's Attonement fires a bullet with a random element for every shot. When you fire this weapon, roll 1d4 and choose the appropriate element from the table below.

d4 Element
1 Acid
2 Cold
3 Electricity
4 Fire

Mining Laser - Unique Barrel

PROTOTYPE - Authorized personnel only.

When firing the Mining Laser beyond its first range increment, you can also attack one additional target adjacent to your first target. Roll one attack roll and compare the result to both AC values. The Mining Laser otherwise acts as a Hyperion barrel.

Ol' Rosie - Unique Barrel

Every thorn has its rose.

The Ol' Rosie acts as a Maliwan barrel. The Ol' Rosie also has the Polarize (1d8) special property. Polarize damage with this weapon does not reset at the start of a round, instead it resets at the end of your turn if you did not hit the target during your turn.

Laser of Enlightenment - Unique Stock

Burn away the impurities of ignorance.

The Laser of Enlightenment can only spawn with the Fire damage type. This stock grants the weapon the Ignite (3d4) special weapon property. Special prefix: Tanis'.

Thunderfire - Legendary Stock

Light 'em up.

The Thunderfire can only spawn with the Fire damage type. This stock grants the weapon the First Arc (1d8) special weapon property. The First Arc deals Electricity damage.

Vandergraffen - Unique Body

I'm a fan of the flow.

The Vandergraffen acts in all ways as a Tediore body but can only spawn with the Shock element.

Vibra-Pulse - Unique Grip

Why not turn me on?

The Vibra-Pulse has a capacity of 40 charges. Each shot fired from the Vibra-Pulse heals the holder for 1d6 stamina.

The ZX-1 - Legendary Stock

Replay!

Each time you hit an enemy with the ZX-1, you gain a stacking +1 attack bonus against that target. The bonus resets to zero if you shoot another enemy with any weapon.

Table 3.7: Weapon Title

Barrel \ Body Atlas Dahl Hyperion Maliwan S&S Tediore
Atlas Targeted Strike Airstrike Called Strike Strike Eridian Cannon Rizer Strike
Dahl Strike Blaster Blaster Iterated Blaster Accelerated Blaster Eridian Rifle Repeater Blaster
Hyperion Phalanx Railgun Lazer Railgun Lancer Railgun Photon Railgun Eeridian Lightning Phazer Railgun
Maliwan Slicer Beam Beam Beam Eridian Bolt Beam
S&S Solid Katamari Katamari Languid Katamari Crashing Katamari Eridian Wave Blaster Riffed Katamari
Tediore Arcing Splitter Splitter Subdivided Splitter Dichotomized Splitter Eridian Thunder Storm Refracted Splitter

Table 3.8: Weapon Prefix

Note: Read this chart from top to bottom. The first row that has a feature of the weapon determines the weapon's prefix.

Feature \ Body Atlas Dahl Hyperion Maliwan S&S Tediore
Unique Prefix - - - - - -
Acid Element Pestilent Scorpion Deconstructor Venus - Paintstripper
Cold Element Chilling Arctic Fox Zero Comet - Coolstream
Electric Element Fulgurating Eel Sapping Polaris - Spark
Slag Element Erupting Jackal Nauseating Castor - Gummer
Atlas Grip Affluent Opulent Prosperous Substantial Comfortable Wealthy
Dahl Grip Nova Flashpoint Star Galactic Storm Planetary
Hyperion Grip Optimized Lensed Hyper Catalyzing Amplified Heated
Maliwan Grip Inferno Conflagrating Pyrophoric Coruscating Arcing Ebullient
S&S Grip Plasma Lunar Nebula Stellar Magnetic Solar
Tediore Grip Proton Nuclear Thermal Fusion Ion Torch

Pistol - Small Arm - 1 handed


Laser rifles are incredibly varied. All of the different manufacturers have developed wildly different

Table 2.1: Manufacturers

d100 Manufacturer
01-08 Atlas
09-18 Bandit
19-27 Dahl
28-36 Hyperion
37-45 Maliwan
46-54 Jakobs
55-64 S&S Munitions
65-73 Scav
74-82 Tediore
83-91 Torgue
92-00 Vladof

Table 2.2: Weapon Element & Special Effects

d100 Element Ammunition Critical 1 Critical 2 Property 1 Property 2
01-70 None Small Arm Rounds Bleed (2d4) Wound Penetrating Harrying
71-76 Acid Charges Sicken Corrode (1d6) Deconstruct (1d4) Radioactive
77-82 Cold Charges Staggered Pulse (1d6) Slow Stun
83-88 Fire Charges Burn (1d6) Jet (2d4) Ignite (1d4) Bright
89-94 Electricity Charges Arc (1d6) Electrocute First Arc (1d4) Polarize (1d6)
95-00 Slag Small Arm Rounds Nauseate Confuse Slow Aurora
- Explosive Small Arm Rounds Knockdown Deafen Explode (10 ft) Breach

Named Pistol Parts

88 Fragnum - Legendary

It'll blow your head clean off.

Anaconda - Legendary

Long and Strong

Increased accuracy and power

Aries - Pearlescent

Your Life is Mine

Shooting an enemy with this weapon causes a tendril of healing to leap to the nearest ally, healing them for 1/2 the damage done. You can register up to 5 allies in the weapon's computer. You always count as an ally of yourself and you do not take up one of the 5 slots.

Blowfly - Legendary

Chimera - Legendary

A beast of many forms - Fire, Lightning and Poison

Deals a random element

Chiquito Amigo - Unique Grip

Say "Hello"

Has the quick reload weapon property.

Clipper - Unique Accessory

Don't drop it... might lose a toe.

Acts as the weapon bracket accessory. Grants the Flaming fusion to whatever weapon is installed in the bracket.

Cyber Eagle - Unique

Dahlminator - Unique

Defiler - Legendary

Give Sick

Spreading pestilence

Devastator - Seraph

Dove - Unique Grip

Sometimes, I forget to reload.

Does not consume ammunition or charges on even attack rolls.

Equalizer - Legendary grip

Unending Firepower

Ammo regen

Fibber - Unique

Firehawk - Legendary

Bring the HEAT!

Always fire, deals additional fire damage

Gemini - Legendary

Double Whammy.

Fires two shots at once

Globber - Unique

Gold - Unique

Bling!

Worth 3x more than normal. Unique prefix "Knoxx's".

Greed - Unique

Grog Nozzle - Unique

Gub - Legendary

Gunerang or Shooterang - Legendary

Gwen's Head - Unique

Hard Reboot - Unique

Hornet - Legendary Barrel

Feel the Sting

Increased burst fire, always corrosive

Infection - Seraph

Infinity - Legendary Grip

Does not consume ammunition

Invader - Legendary

12 bullets invade your skull

Has the Automatic special weapon property

Judge - Unique

Lady Finger - Unique Stock

Omnia vincit amor

Deals triple damage on a critical hit instead of double damage

Lady Fist - Unique

Law - Unique

Little Evie

Logan's Gun - Legendary

Luck Cannon - Legendary

Madjack - Unique

Fools! They called me maaaad!

Bullets travel in a horizontal wave?

Maggie - Legendary

Nemesis - Pearlescent

There is no escape

Always shock. On odd attack rolls that hit their target, deals 2d6 corrosive damage in a 5 ft. burst around the target.

Party Popper - Unique

Patton - Unique

May God have mercy on my enemies, because I won't.

Increased damage

Pocket Rocket - Unique

Probe - Unique

Protector - Legendary

Ammo is no longer an issue.

Regenerates 1 shot worth of ammunition per round

Reaper - Legendary Accessory

Slice Slice

Heals the wielder for half of the damage dealt by the weapon installed in the bracket.

Rebel - Legendary

Never stop shooting!

Ramps up fire rate as you shoot

Rex - Unique

Rubi - Unique

Proletarian Revolution - Legendary

Sidearm - Unique

A gift from Papa Krom

burst fire. Unique prefix "Krom's".

Smasher - Unique

Stalker - Pearlescent

You can run, but you can't hide

Bullets bounce, negating all benefit from concealment.

Stinger - Seraph

T4s-R - Unique

Teapot - Unique

Thanatos - Legendary Grip

Big Tony says 'Hi'

Double magazine size from normal

Thunderball Fist - Legendary

Tinderbox - Unique

Troll - Legendary Stock

Pain Heals.

Each round you fire this gun, you are healed for 1 HP.

Unforgiven - Pearlescent

It's a helluva thing...

Deals more critical damage

Unkempt Harold - Legendary

Vengeance - Legendary

Vengeance is Yours

Ignores temporary HP.

Veritas - Unique

Violator - Legendary

Your move, Creep.

Burst damage and explosive

Violence - Legendary

Wanderlust - Pearlescent

Wisdom - Unique

War is the final option

Increased accuracy? Unique prefix "Athena's"

Zim - Legendary

Rocket Launcher - Heavy Weapon - 2 handed


Laser rifles are incredibly varied. All of the different manufacturers have developed wildly different

Table 2.1: Manufacturers

d100 Manufacturer
01-08 Atlas
09-18 Bandit
37-45 Maliwan
65-73 Scav
74-82 Tediore
83-91 Torgue
92-00 Vladof

Table 2.2: Weapon Element & Special Effects

d100 Element Ammunition Critical 1 Critical 2 Property 1 Property 2
01-70 None Longarm Rounds Bleed (2d4) Wound Penetrating Harrying
71-76 Acid Charges Sicken Corrode (1d6) Deconstruct (1d4) Radioactive
77-82 Cold Charges Staggered Pulse (1d6) Slow Stun
83-88 Fire Charges Burn (1d6) Jet (2d4) Ignite (1d4) Bright
89-94 Electricity Charges Arc (1d6) Electrocute First Arc (1d4) Polarize (1d6)
95-00 Slag Longarm Rounds Nauseate Confuse Slow Aurora
- Explosive Longarm Rounds Knockdown Deafen Explode (10 ft) Mine

Shotgun - Longarm - 2 handed


Laser rifles are incredibly varied. All of the different manufacturers have developed wildly different

Table 2.1: Manufacturers

d100 Manufacturer
09-18 Bandit
28-36 Hyperion
46-54 Jakobs
55-64 S&S Munitions
65-73 Scav
74-82 Tediore
83-91 Torgue

Table 2.2: Weapon Element & Special Effects

d100 Element Ammunition Critical 1 Critical 2 Property 1 Property 2
01-70 None Longarm Rounds Bleed (2d4) Wound Penetrating Harrying
71-76 Acid Charges Sicken Corrode (1d6) Deconstruct (1d4) Radioactive
77-82 Cold Charges Staggered Pulse (1d6) Slow Stun
83-88 Fire Charges Burn (1d6) Jet (2d4) Ignite (1d4) Bright
89-94 Electricity Charges Arc (1d6) Electrocute First Arc (1d4) Polarize (1d6)
95-00 Slag Longarm Rounds Nauseate Confuse Slow Aurora
- Explosive Longarm Rounds Knockdown Deafen Explode (10 ft) Mine

Sniper Rifle - Sniper Rifle - 2 handed


Laser rifles are incredibly varied. All of the different manufacturers have developed wildly different

Table 2.1: Manufacturers

d100 Manufacturer
19-27 Dahl
28-36 Hyperion
37-45 Maliwan
46-54 Jakobs
55-64 S&S Munitions
65-73 Scav
92-00 Vladof

Table 2.2: Weapon Element & Special Effects

d100 Element Ammunition Critical 1 Critical 2 Property 1 Property 2
01-70 None Longarm Rounds Bleed (2d4) Wound Penetrating Harrying
71-76 Acid Charges Sicken Corrode (1d6) Deconstruct (1d4) Radioactive
77-82 Cold Charges Staggered Pulse (1d6) Slow Stun
83-88 Fire Charges Burn (1d6) Jet (2d4) Ignite (1d4) Bright
89-94 Electricity Charges Arc (1d6) Electrocute First Arc (1d4) Polarize (1d6)
95-00 Slag Longarm Rounds Nauseate Confuse Slow Aurora
- Explosive Longarm Rounds Knockdown Deafen Explode (10 ft) Mine

Sub-Machine Gun - Small Arm - 2 handed


Laser rifles are incredibly varied. All of the different manufacturers have developed wildly different

Table 2.1: Manufacturers

d100 Manufacturer
01-08 Atlas
09-18 Bandit
19-27 Dahl
28-36 Hyperion
37-45 Maliwan
65-73 Scav
74-82 Tediore

Table 2.2: Weapon Element & Special Effects

d100 Element Ammunition Critical 1 Critical 2 Property 1 Property 2
01-70 None Longarm Rounds Bleed (2d4) Wound Penetrating Harrying
71-76 Acid Charges Sicken Corrode (1d6) Deconstruct (1d4) Radioactive
77-82 Cold Charges Staggered Pulse (1d6) Slow Stun
83-88 Fire Charges Burn (1d6) Jet (2d4) Ignite (1d4) Bright
89-94 Electricity Charges Arc (1d6) Electrocute First Arc (1d4) Polarize (1d6)
95-00 Slag Longarm Rounds Nauseate Confuse Slow Aurora
- Explosive Longarm Rounds Knockdown Deafen Explode (10 ft) Mine

ALL

THE

GUNS

Have you gotten bored of the same old guns in your Starfinder game? Do you wish there were a near infinite number of different combinations to choose from? Well look no further! This book will show you how to create over 10,000,000,000 different guns, from common pistols to pearlescent rocket launchers (don't blow yourself up!).

The content of this document is inspired by the setting and content of the Borderlands series of games by Gearbox Software, LLC.

Cover Art: Paladin by Shinfei

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Thank You:

  • Aaron0000 for his Atlas and S&S naming conventions
 

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