The Weapons We All Came Here For: Guns!
Let’s face it, you can’t talk modern combat without talking about firearms. If there are heroes and villains engaging in physical conflict, sooner or later, guns will be drawn.
(If you don’t want to read about my design reasoning and just want to get to the good stuff click here)
Guns have a long history in Pathfinder games, but so far, there are no rules for firearms in PF2e. That means we get a chance to create them. Since we are looking for modern weapons, there are a few additional things we need to consider.
Realism vs Fun
First off, I want to address a concern that will invariably come up. These rules are meant to fit in with the balance of the system and make it so firearms can be used alongside traditional fantasy weapons. I recognize that modern guns, depending on caliber, are much more deadly than a dagger or a longbow. But realism should never get in the way of fun. In a modern game, guns will likely be the most abundant weapon, therefore, they can’t be too overpowered or the whole balance of the game will change.
Besides, it’s still urban fantasy. Who doesn’t want to be the ninja taking out enemies with a well-placed silent arrow, despite their superior technology, or the crazed barbarian wading into a sea of bullets, armed with only his flaming battle axe? It’s fun to have medieval weapons, especially magic ones, alongside more modern technology.
As I’ve said before my core design philosophy is as follows:
Everything in this system will be focused on allowing the rules to be used directly with the more traditional fantasy rules of PF2. This is for ease of incorporating them, and because the fun of urban fantasy is in mixing magic and modern. In order for them to coexist in the game, they must be balanced with each other. At the same time, there needs to be a clear difference between low technology and modern technology.
Guns, like everything else, will follow this core idea.
With that in mind, guns should definitely be deadlier than any non-magical traditional weapon. They should work in a realistic manner as much as possible, meaning more shots before reload and generally faster reload times. But there need to be some drawbacks in order to balance them with swords and bows.
A small caveat I must add because of timing. These rules were written before the new Guns & Gears playtest began. My rules for guns managed to line up fairly well with Paizo’s, with exceptions for modern firearms. Even still, that may change in the future as a final product is released. If so, I will update these rules also.
So here it is, the good stuff
Rules for Modern Firearms in Dusk Veil
First off, we have several new traits:
Bolt Action:
A rifle with this trait requires a manipulate action before it can fire again, to chamber a new round.
Burst:
Some firearms allow you to fire rapidly, beyond what is normally possible. A firearm with this trait allows access to the following action:
Burst
[Two-Actions]
[Attack]
Fire three shots for two actions with normal Multiple Attack Penalty applied to each shot. Doing so causes increases your Clumsy condition by 1 (giving you Clumsy 1 if you didn’t already have the condition)
Capacity:
This is how many shots can be fired before a firearm must be reloaded. This trait will always contain a value.
Superior Range:
Ranged Weapons with this property have their maximum number of range increments increased by the amount shown. The -2 penalty for each multiple of the range increment still accrues. For instance, a rifle with Superior Range 2 can fire up to 8 times it’s listed range with a penalty of -16 instead of 6 times with a penalty of -12
Name | Group | Cost | Reload | Range | Damage | Capacity | Bulk | Hands | Traits |
---|---|---|---|---|---|---|---|---|---|
Light Pistol | Simple, Firearms, Pistols | 1gp | 1 | 30ft | 1d6 | 8 | L | 1 | Deadly d8 |
Medium Pistol | Martial, Firearms, Pistols | 5gp | 1 | 30ft | 1d8 | 6 | L | 1 | Deadly d10 |
Heavy Pistol | Martial, Firearms, Pistols | 10gp | 1 | 30ft | 1d10 | 6 | L | 1 | Fatal d12, |
Medium Rifle | Simple, Firearms, Rifles | 10gp | 1 | 60ft | 1d10 | 4 | 1 | 2 | Fatal d12, Volley 30ft |
Heavy Rifle | Martial, Firearms, Rifles | 20gp | 1 | 80ft | 1d12 | 5 | 2 | 2 | Bolt Action, Deadly d12, Superior Range 2, Volley 30ft |
Medium Combat Rifle | Martial, Firearms, Rifles | 25gp | 1 | 60ft | 1d10 | 10 | 1 | 2 | Fatal d12, |
Heavy Combat Rifle | Martial, Firearms, Rifles | 30gp | 1 | 80ft | 1d12 | 10 | 2 | 2 | Deadly d12, Superior Range 2, Volley 30ft |
Machine Pistol | Martial, Firearms, Pistols | 30gp | 1 | 50ft | 1d8 | 20 | L | 1+ | Deadly d10, Burst, Clumsy 1(if 1 handed) |
Sub Machine Gun (SMG) | Martial, Firearms, Rifles | 35gp | 1 | 50ft | 1d10 | 15 | 1 | 2 | Burst, Fatal d12, |
Machine Gun | Martial, Firearms, Rifles | 50gp | 2 | 70ft | 1d12 | 30 | 2 | 2 | Burst, Deadly d12, Volley 30 ft |
Double Barreled Shotgun | Simple, Firearms, Shotguns | 20gp | 1 | 20ft (special; see text) | 1d10 | 2 | 1 | 2 | Fatal d12, |
Pump Action Shotgun | Martial, Firearms, Shotguns | 20gp | 2 | 20ft (special; see text) | 1d10 | 6 | 1 | 2 | Fatal d12, |
Ammunition | Cost per 10 rounds |
---|---|
Light Ammo (Light pistols, Machine Pistols) | 5cp |
Medium Ammo (Medium, Pistol, Medium Rifle, SMG) | 1sp |
Heavy Ammo (Heavy Pistol, Heavy Rifle, Machine Gun) | 2sp |
Shotgun, Pellet (Shotguns) | 1sp |
Shotgun, Slug (Shotguns) | 5cp |
Light Pistol: Examples: .22, Deringer |
Medium Pistol Examples: Glock 22, Colt 1911, 9mm, .40ACP, .45ACP |
Heavy Pistol Examples: Desert Eagle, S&W Magnum, .357 Magnum, .44 Magnum |
Medium Rifle Examples: Remington 700 Varmint, .223, |
Heavy Rifle Examples: M1903 Springfield, Winchester 70 .308, 30-06, |
Medium Combat Rifle: Examples: AR-15, Ak-47, 5.56, .223 |
Heavy Combat Rifle Examples:M240, AR-10, FN-Scar 17, 7.62 NATO, .308 |
Machine Pistol: This weapon can be used one handed but is designed to be used with two hands. If you are using it 1-handed you gain Clumsy 1 until the end of your turn. Examples: CZ Skorpion, FMK-3 Submachine gun, Tec-9, 9X19mm, |
SMG Examples: M49, Colt Model 635, AK-74 |
Machine Gun Examples: Bren, M249 SAW, |
Double Barreled Shotgun: This weapon can be fired either normally using slug ammunition, or fired in a 15ft cone using pellet ammunition. Switching ammunition is 1 action which includes the manipulate trait. Otherwise roll one attack roll against all targets. When firing in a cone change Fatal d12 to Deadly d10. This weapon can also fire both barrels simultaneously. Make two attacks as one action against the same target. Apply your multiple attack penalty to each Attack normally. Examples: Side by Side, Over Under |
Pump Action Shotgun: This weapon can be fired either normally using slug ammunition, or fired in a 15ft cone using pellet ammunition. Switching ammunition is 1 action which includes the manipulate trait. Otherwise roll one attack roll against all targets. When firing in a cone change Fatal d12 to Deadly d10 Examples: Mossberg 590, Remington 870 |
Tune in soon, when we will go over ways to upgrade firearms both magic and mundane, new property runes for firearms, and even unique magical guns.
As always, I welcome all feedback on any of these rules.
I have 20+ years of experience running and playing various Tabletop RPG’s and a BA in English and Creative Writing. I have written freelance for several tabletop games, including Pathfinder 2e, but Dusk Veil is entirely my own creation.
Besides TTRPGs, I love cosplay, Nerf Wars, comic books, all things post-apocalyptic, and am an avid DIYer (including making my own tabletop terrain and props)
Nice work. I am currently running a homebrew monster hunter game( Larry Correia, John Ringo style, ie. Monster Hunter
International) and am very pleased to have found your work. I was having a hard time balancing monster surviveability and gun damage but not being very successful .lol. thanks again.
Sounds like a fun game! Glad I could help
Thanks! I’m currently working on trying to run a sci-fi setting with PF2e and this is a great start on how I intend to implement firearms into the setting. Thanks for the help!
Always happy to help!
How should an M82A1 be made?
I’m wondering if it should just be under the Heavy Combat Rifle rules, but .50 BMG is very destructive.
My ideas for it so far is to replace the Heavy Combat Rifle with a 1d14 dmg die and Deadly 1d14, with a 40ft volley range and the same stats as the HCR otherwise. It’d also use a Super Heavy Rifle ammo, costing somewhere bewteen 4 and 8sp per 10 bullets.
Thoughts and advice would be appreciated.
Hey there. Great Question. When I made the firearms, I tried to keep the types generic enough to fit anything, but recognized that there was going to be issues. A .50BMG certainly wants to be more powerful.
I wouldn’t use a d14, just becasue I try to follow Paizo’s lead and not use non-standard dice. If your comfortable with it in your game, there’s no reason not to.
The other thought is that you could add a “mundane rune” to it. Basically a non magic upgrade that adds and additional damage dice. For an M82, maybe you could add ability where it gets an additional Deadly Die. So on a crit, it’s really dishing out the damage. these are just off the top of my head thoughts. I hope they help. Good luck!