RANGED WEAPONS TABLE

Ranged weapons are described by a number of statistics, as shown on Table: Ranged Weapons.
Damage: The damage the weapon deals on a successful hit.
Critical: The threat range for a critical hit. If the threat is confirmed, a weapon deals double damage on a critical hit (roll damage twice, as if hitting the target two times).
Damage Type: Ranged weapon damage is classified according to type: ballistic (all firearms), energy (of a specific type), piercing (some simple ranged weapons), or slashing (a whip). Some creatures or characters may be resistant or immune to some forms of damage.
Range Increment: Any attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative -2 penalty on the attack roll. Ranged weapons have a maximum range of ten range increments, except for thrown weapons, which have a maximum range of five range increments.
Rate of Fire: Some ranged weapons have a rate of fire of 1, which simply means they can be employed once per round and then must be reloaded or replaced. Firearms, which operate through many different forms of internal mechanisms, have varying rates of fire. The three possible rates of fire for handguns, longarms, and heavy weapons are single shot, semiautomatic, and automatic.
Single Shot: A weapon with the single shot rate of fire requires the user to manually operate the action (the mechanism that feeds and cocks the weapon) between each shot. Pump shotguns and bolt-action rifles are examples of firearms with single shot rates of fire. A weapon with the single shot rate of fire can fire only one shot per attack, even if the user has a feat or other ability that normally allow more than one shot per attack.
Semiautomatic (S): Most firearms have the semiautomatic rate of fire. These firearms feed and cock themselves with each shot. A semiautomatic weapon fires one shot per attack (effectively acting as a single shot weapon), but some feats allow characters armed with semiautomatic weapons to fire shots in rapid successions, getting in more than one shot per attack.
Automatic (A): Automatic weapons fire a burst or stream of shots with a single squeeze of the trigger. Only weapons with the automatic rate of fire can be set on autofire or be used with feats that take advantage of automatic fire.
Magazine: The weapon's magazine capacity and type are given in this column. The amount of ammunition a weap-on carries, and hence how many shots it can fire before needing to be reloaded, is determined by its magazine capacity. How the firearm is reloaded depends upon its magazine type. The number in this entry is the magazine's capacity in shots; the word that follows the number indicates the magazine type: box, cylinder, or internal. A fourth type, linked, has an unlimited capacity; for this reason the entry does not also have a number. Weapons with a dash in this column have no magazines; they are generally thrown weapons, or weapons (such as bows) that are loaded as part of the firing process.
Box: A box magazine is any type of magazine that can be removed and reloaded separately from the weapon.
Cylinder: A revolver keeps its ammunition in a cylinder, which is part of the weapon and serves as the firing chamber for each round as well. Unlike box magazines, cylinders can't be removed, and they must be reloaded by hand. However, most revolvers can be used with a speed loader. Using a speed loader is much like inserting a box magazine into a weapon. Without a speed loader, a firearm with a cylinder magazine must be loaded by hand.
Internal: Some weapons keep their ammunition in an internal space, which must be loaded by hand. This is the case with most shotguns, as well as some rifles.
Linked: Some machine guns use linked ammunition. The bullets are chained together with small metal clips, forming a belt. Typically, a belt holds 50 bullets; any number of belts can be clipped together. In military units, as the gunner fires, an assistant clips new ammunition belts together, keeping the weapon fed.
Size: Size categories for weapons and other objects are defined differently from the size categories for creatures. The relationship between a weapon's size and that of its wielder defines whether it can be used one-handed, if it requires two hands, and if it's a light weapon.
A Medium-size or smaller weapon can be used one-handed or two-handed. A Large weapon requires two hands. A Huge weapon requires two hands and a bipod or other mount.
A Small or smaller weapon is considered a light weapon. It can be used one-handed and, as a light weapon, is easier to use in your off hand.
Weight: This column gives the weapon's weight when fully loaded.
Purchase DC: This is the purchase DC for a Wealth check to acquire the weapon. This number reflects the base price and doesn't include any modifier for purchasing the weapon on the black market.
Restriction: The restriction rating for the weapon, if any, and the appropriate black market purchase DC modifier. Remember to apply this modifier to the purchase DC when making a Wealth check to acquire the weapon on the black market.

Reloading Firearms

Reloading a firearm with an already filled box magazine or speed loader is a move action. Refilling a box magazine or a speed loader, or reloading a revolver without a speed loader or any weapon with an internal magazine, is a full-round action.
Loading a belt of linked ammunition is a full-round action. Linking two belts together is a move action.
Table: Ranged Weapons
Weapon
Damage
Critical
Damage Type
Range Increment
Rate of Fire
Magazine
Size
Weight
Purchase DC
Restriction
Handguns (require the Personal Firearms Proficiency feat)
Beretta 92F (9mm autoloader)
2d6
20
Ballistic
40 ft.
S
15 box
Small
3 lb.
16
Lic (+1)
Beretta 93R (9mm machine pistol)
2d6
20
Ballistic
30 ft.
S,A
20 box
Med
3 lb.
18
Res (+2)
Colt Double Eagle (10mm autoloader)
2d6
20
Ballistic
30 ft.
S
9 box
Small
3 lb.
16
Lic (+1)
Colt M1911 (.45 autoloader)
2d6
20
Ballistic
30 ft.
S
7 box
Small
3 lb.
15
Lic (+1)
Colt Python 1 (.357 revolver)
2d6
20
Ballistic
40 ft.
S
6 cyl.
Med
3 lb.
5
Lic (+1)
Derringer (.45)
2d6
20
Ballistic
10 ft.
Single
2 int.
Tiny
1 lb.
14
Lic (+1)
Desert Eagle (.50AE autoloader)
2d8
20
Ballistic
40 ft.
S
8 box
Med
4 lb.
18
Lic (+1)
Glock 17 1 (9mm autoloader)
2d6
20
Ballistic
30 ft.
S
17 box
Small
2 lb.
18
Lic (+1)
Glock 20 1 (10mm autoloader)
2d6
20
Ballistic
40 ft.
S
15 box
Small
3 lb.
18
Lic (+1)
MAC Ingram M10 (.45 machine pistol)
2d6
20
Ballistic
40 ft.
S, A
30 box
Med
6 lb.
15
Res (+2)
Pathfinder (.22 revolver)
2d4
20
Ballistic
20 ft.
S
6 cyl.
Tiny
1 lb.
14
Lic (+1)
Ruger Service-Six (.38S revolver)
2d6
20
Ballistic
30 ft.
S
6 cyl.
Small
2 lb.
14
Lic (+1)
S&W M29 (.44 magnum revolver)
2d8
20
Ballistic
30 ft.
S
6 cyl.
Med
3 lb.
15
Lic (+1)
SITES M9 (9mm autoloader)
2d6
20
Ballistic
30 ft.
S
8 box
Tiny
2 lb.
15
Lic (+1)
Skorpion (.32 machine pistol)
2d4
20
Ballistic
40 ft.
S, A
20 box
Med
4 lb.
17
Res (+2)
TEC-9 (9mm machine pistol)
2d6
20
Ballistic
40 ft.
S or A
32 box
Med
4 lb.
14
Res (+2)
Walther PPK (.32 autoloader)
2d4
20
Ballistic
30 ft.
S
7 box
Small
1 lb.
15
Lic (+1)
Longarms (require the Personal Firearms Proficiency feat)
AKM/AK-47 (7.62mmR assault rifle)
2d8
20
Ballistic
70 ft.
S, A
30 box
Large
10 lb.
15
Res (+2)
Barrett Light Fifty (.50 sniper rifle)
2d12
20
Ballistic
120 ft.
S
11 box
Huge
35 lb.
22
Lic (+1)
Benelli 121 M1 (12-gague shotgun)
2d8
20
Ballistic
40 ft.
S
7 int
Large
8 lb.
17
Lic (+1)
Beretta M3P (12-gauge shotgun)
2d8
20
Ballistic
30 ft.
S
5 box
Large
9 lb.
16
Lic (+1)
Browning BPS (10-gauge shotgun)
2d10
20
Ballistic
30 ft.
Single
5 int.
Large
11 lb.
16
Lic (+1)
HK G3 (7.62mm assault rifle)
2d10
20
Ballistic
90 ft.
S, A
20 box
Large
11 lb.
19
Res (+2)
HK MP5 1 (9mm submachine gun)
2d6
20
Ballistic
50 ft.
S, A
30 box
Large
7 lb.
20
Res (+2)
HK MP5K (9mm submachine gun)
2d6
20
Ballistic
40 ft.
S, A
15 box
Med
5 lb.
19
Res (+2)
HK PSG1 1 (7.62mm sniper rifle)
2d10
20
Ballistic
90 ft.
S
5 box
Large
16 lb.
22
Lic (+1)
M16A2 (5.56mm assault rifle)
2d8
20
Ballistic
80 ft.
S, A
30 box
Large
8 lb.
16
Res (+2)
M4 Carbine (5.56mm assault rifle)
2d8
20
Ballistic
60 ft.
S, A
30 box
Large
7 lb.
16
Res (+2)
M-60 (medium machine gun)
2d10
20
Ballistic
100 ft.
A
Linked
Huge
22 lb.
21
Mil (+3)
Mossberg (12-gauge shotgun)
2d8
20
Ballistic
30 ft.
Single
6 int.
Large
7 lb.
15
Lic (+1)
Remington 700 (7.62mm hunting rifle)
2d10
20
Ballistic
80 ft.
Single
5 int.
Large
8 lb.
17
Lic (+1)
Sawed-off shotgun (12-ga shotgun)
2d8
20
Ballistic
10 ft.
S
2 int.
Med
4 lb.
15
Illegal (+4)
Steyr AUG (5.56mm assault rifle)
2d8
20
Ballistic
80 ft.
S, A
30 box
Large
9 lb.
19
Res (+2)
Uzi (9mm submachine gun)
2d6
20
Ballistic
40 ft.
S, A
20 box
Large
8 lb.
18
Res (+2)
Winchester 94 (.444 hunting rifle)
2d10
20
Ballistic
90 ft.
S
6 int.
Large
7 lb.
15
Lic (+1)
Heavy Weapons (each requires a specific Exotic Firearms Proficiency feat)
M2HB (heavy machine gun)
2d12
20
Ballistic
110 ft.
A
Linked
Huge
75 lb.
22
Mil (+3)
M72A3 LAW (rocket launcher)
10d62
-
-
150 ft.
1
1 int.
Large
5 lb.
15
Mil (+3)
M79 (grenade launcher)
Varies2
-
-
70 ft.
1
1 int.
Large
7 lb.
14
Mil (+3)
Other Ranged Weapons (Weapons Proficiency feat needed given in parentheses)
Compound bow (Archaic)2
1d8
20
Piercing
40 ft.
1
-
Large
3 lb.
10
-
Crossbow (Simple)
1d10
19-20
Piercing
40 ft.
1
1 int.
Med
7 lb.
9
-
Flamethrower (no feat needed)3
3d6
-
Fire
-
1
10 int.
Large
50 lb.
17
Mil (+3)
Javelin (Simple)
1d6
20
Piercing
30 ft.
1
-
Med
2 lb.
4
-
Pepper spray (Simple)
Special2
-
Special2
5 ft.
1
1 int.
Tiny
0.5 lb.
5
-
Shuriken (Archaic)
1
20
Piercing
10 ft.
1
-
Tiny
0.5 lb.
3
-
Taser (Simple)
1d42
-
Electricity
5 ft.
1
1 int.
Small
2 lb.
7
-
Whip (Simple)
1d2
20
Slashing
15 ft.3
1
-
Small
2 lb.
4
-
1This mastercraft weapon grants a +1 bonus on attack rolls.
2 This weapon does special damage. See the weapon description.
3 See the description of this weapon for special rules.