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Bunkers & Badasses

Introduction
D o 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
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
like rhetorical questions? What a strange notion! campaign set on Pandora. Except friends. This book will
not give you friends.
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.

The Manufacturers
T his book introduces 12 manufacturers from the world
of Borderlands
Scav
Tediore
Atlas
Atlas weapons are high quality, deadly machines. Their Torgue
intelligent on board systems are significantly more Torgue rifles are explosive, dealing blast damage to nearby
advanced than other manufacturers. enemies. Torgue ARs will vary between lobbing grenade-
like explosives and shooting rockets at their target.
Bandit
Bandit weapons are usually scrapped together pieces of Vladof
junk. They often have huge capacities but lower damage Vladof weapons are built to lay down heavy fire, shooting a
than other manufacturers. huge number of bullets in a short amount of time.

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.

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Weapon Generation
T he 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

Weapon Damage
Table 1.2: Weapon Rarity In order to properly determine the damage for all possible
weapons using this method, it becomes necessary to do
D100 RARITY ACCESSORY CHANCE
some math. Each weapon type and rarity is provided with a
01-55 Common none pair of A and B values, and the number of damage dice can
be calculated using the following equation:
56-75 Uncommon 71-00

76-90 Rare 51-00


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

91-97 Very Rare all 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
98-99 Unique all example, if the table says that for a common d8 assault rifle
00 Artifact all
a = 0.104 and b = 0.861, a level 9 rifle would roll 3d8.

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New Special Properties:
Explosive Reload Stabilizers
Some weapons have a self-destruct feature that allows Some weapons get more accurate the more you use them.
them to be used as a grenade when reloading. When When making a full attack with these weapons, the penalty
reloading a weapon with this property you can throw the for full attacking is reduced by 1 on each successive attack.
weapon as part of the action used to reload it. As soon as it For example, a level 11 Soldier with the soldier's onslaught
leaves your hand, it acts as a grenade. This grenade deals class feature would take penalties of -6, -5, -4 on their full
damage equal to the weapon's base damage, can be thrown attacks with stabilized weapons.
20 ft., and Explodes with a range of 10 ft.
Wild
Rapid Fire Wild weapons send out a spray of empowered bullets in a
Certain weapons can be fired extremely quickly. These random pattern. All of your attacks with this weapon take a
weapons can be used one additional time in a full attack -1 penalty on their attack rolls but gain 1 additional damage
sequence, but impose a stacking -3 penalty on all full dice.
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.

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New Weapon Fusions
Accuracy - Level 1 Luneshine: Piercing Rounds - Level 10
The accuracy fusion allows you to spend additional actions Weapons with this fusion gain a special critical hit effect.
to ensure your shot will hit. By spending a move action to Critical hits with this weapon ignore any temporary HP
aim, you gain a +2 bonus on the next attack roll you make the target has from any source. If the weapon already has a
before the start of your next turn. critical hit effect, when you score a critical hit, you can
apply either the weapon’s normal critical hit effect or this
Bullet Speed Boost - Level 1 effect.

This fusion increases the bullet's kinetic energy, allowing


them to better impact objects. These weapons gain the
Luneshine: Punisher
Breach special property. Luneshine: Safe Guard
Glitch: Amplify Luneshine: Serenity
Glitch: Loop Stability Boost - Level 5
Glitch: Mutli-shot This fusion stabilizes the weapon's internal functions. This
allows you to reroll up to 1 damage dice per round when
Glitch: Overload attacking with this weapon. This increases to 2 dice if
applied to a weapon of at least level 13.
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.

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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.

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Assault Rifle - Longarm - 2 handed
Assault rifles are the bread and butter of any weapon Once you have determined all of the parts for your
combat. They are simple, effective, and relatively cheap. weapon, use tables 2.7 and 2.8 to determine the title and
They are often standard issue items for military groups and prefix for your gun. If you roll a Unique or Artifact part,
can be easily mass produced for higher level combat. the name of that part replaces the title from table 2.7.
Examples of fully completed weapons are given at the end
In Starfinder, all assault rifles are two handed longarms. of the section.
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: Table 2.1: Manufacturers
Manufacturers. This will give you the manufacturer of the
D100 MANUFACTURER
main body of your assault rifle. Once you have your body,
you can start determining the makers of the other parts for 01-11 Atlas
your weapon. Roll once each on table 2.1 for the weapon's 12-30 Bandit
stock, barrel, grip, and sight. If the body you chose can
accommodate an elemental capacitor you can then roll on 31-45 Dahl
Table 2.2 to determine the weapon's element. If the 46-60 Jakobs
weapon is rare enough to spawn with an accessory, roll
once on table 2.4 to choose a proper weapon fusion for 61-75 S&S Munitions
your weapon. Guns cannot have a weapon fusion of a
76-88 Torgue
higher level than the gun's level. If you roll a fusion of too
high a level, roll again. 89-00 Vladof

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.

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

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Table 2.3.A: Common AR Damage Table 2.3.B: Uncommon AR Damage
LVL D4 D6 D8 D10 D12 D20 LVL D4 D6 D8 D10 D12 D20
1 1d4 1d6 1d8 1d10 1d12 1d20 1 1d4 1d6 1d8 1d10 1d12 1d20

2 1d4 1d6 1d8 1d10 1d12 1d20 2 1d4 1d6 1d8 1d10 1d12 1d20

3 1d4 1d6 1d8 1d10 1d12 1d20 3 1d4 1d6 1d8 1d10 1d12 1d20

4 1d4 2d6 1d8 1d10 1d12 1d20 4 1d4 2d6 1d8 1d10 1d12 1d20

5 1d4 2d6 1d8 1d10 1d12 1d20 5 1d4 2d6 1d8 1d10 1d12 1d20

6 2d4 2d6 1d8 1d10 1d12 1d20 6 2d4 2d6 1d8 1d10 1d12 1d20

7 2d4 2d6 1d8 2d10 2d12 1d20 7 2d4 2d6 2d8 2d10 2d12 1d20

8 2d4 2d6 2d8 2d10 2d12 1d20 8 2d4 3d6 2d8 2d10 2d12 1d20

9 3d4 3d6 2d8 2d10 2d12 2d20 9 3d4 3d6 2d8 2d10 2d12 2d20

10 3d4 3d6 2d8 2d10 2d12 2d20 10 3d4 3d6 2d8 2d10 2d12 2d20

11 3d4 3d6 3d8 3d10 2d12 2d20 11 4d4 4d6 3d8 3d10 3d12 2d20

12 4d4 4d6 3d8 3d10 3d12 2d20 12 4d4 4d6 3d8 3d10 3d12 2d20

13 5d4 4d6 3d8 4d10 3d12 2d20 13 5d4 5d6 4d8 4d10 3d12 2d20

14 6d4 5d6 4d8 4d10 3d12 2d20 14 6d4 5d6 4d8 4d10 4d12 3d20

15 6d4 6d6 5d8 5d10 4d12 3d20 15 7d4 6d6 5d8 5d10 4d12 3d20

16 7d4 6d6 5d8 5d10 4d12 3d20 16 8d4 7d6 5d8 6d10 4d12 3d20

17 9d4 7d6 6d8 6d10 5d12 3d20 17 9d4 7d6 6d8 7d10 5d12 4d20

18 10d4 8d6 7d8 7d10 5d12 4d20 18 11d4 8d6 7d8 8d10 6d12 4d20

19 12d4 9d6 8d8 8d10 6d12 4d20 19 13d4 9d6 8d8 9d10 6d12 4d20

20 14d4 10d6 9d8 10d10 7d12 4d20 20 15d4 10d6 9d8 10d10 7d12 5d20

21 16d4 11d6 10d8 11d10 7d12 5d20 21 17d4 12d6 11d8 12d10 8d12 5d20

22 19d4 13d6 12d8 13d10 8d12 5d20 22 20d4 13d6 13d8 14d10 9d12 6d20

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Table 2.3.C: Rare AR Damage Table 2.3.D: Very Rare AR Damage
LVL D4 D6 D8 D10 D12 D20 LVL D4 D6 D8 D10 D12 D20
1 1d4 1d6 1d8 1d10 1d12 1d20 1 1d4 1d6 1d8 1d10 1d12 1d20

2 1d4 1d6 1d8 1d10 1d12 1d20 2 1d4 1d6 1d8 1d10 1d12 1d20

3 1d4 2d6 1d8 1d10 1d12 1d20 3 1d4 2d6 1d8 1d10 1d12 1d20

4 1d4 2d6 1d8 1d10 1d12 1d20 4 1d4 2d6 1d8 1d10 1d12 1d20

5 2d4 2d6 1d8 1d10 1d12 1d20 5 2d4 2d6 1d8 1d10 1d12 1d20

6 2d4 2d6 1d8 1d10 2d12 1d20 6 2d4 2d6 2d8 2d10 2d12 1d20

7 2d4 2d6 2d8 2d10 2d12 1d20 7 2d4 3d6 2d8 2d10 2d12 1d20

8 2d4 3d6 2d8 2d10 2d12 2d20 8 3d4 3d6 2d8 2d10 2d12 2d20

9 3d4 3d6 2d8 2d10 2d12 2d20 9 3d4 3d6 2d8 2d10 2d12 2d20

10 3d4 3d6 3d8 3d10 2d12 2d20 10 3d4 4d6 3d8 3d10 3d12 2d20

11 4d4 4d6 3d8 3d10 3d12 2d20 11 4d4 4d6 3d8 3d10 3d12 2d20

12 5d4 4d6 3d8 3d10 3d12 2d20 12 5d4 5d6 3d8 4d10 3d12 2d20

13 5d4 5d6 4d8 4d10 3d12 3d20 13 6d4 5d6 4d8 4d10 4d12 3d20

14 6d4 5d6 4d8 5d10 4d12 3d20 14 6d4 6d6 5d8 5d10 4d12 3d20

15 7d4 6d6 5d8 5d10 4d12 3d20 15 8d4 6d6 5d8 6d10 4d12 3d20

16 8d4 7d6 6d8 6d10 5d12 3d20 16 9d4 7d6 6d8 6d10 5d12 4d20

17 10d4 8d6 7d8 7d10 5d12 4d20 17 10d4 8d6 7d8 7d10 6d12 4d20

18 11d4 9d6 8d8 8d10 6d12 4d20 18 12d4 9d6 8d8 9d10 6d12 4d20

19 13d4 10d6 9d8 9d10 7d12 5d20 19 14d4 10d6 9d8 10d10 7d12 5d20

20 15d4 11d6 10d8 11d10 7d12 5d20 20 16d4 12d6 10d8 11d10 8d12 5d20

21 18d4 12d6 11d8 12d10 8d12 5d20 21 19d4 13d6 12d8 13d10 9d12 6d20

22 21d4 14d6 13d8 14d10 9d12 6d20 22 22d4 15d6 14d8 15d10 10d12 6d20

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Table 2.3.E: Legendary & Seraph AR Table 2.3.F: Pearlescent AR Damage
Damage (Unfinished)
LVL D4 D6 D8 D10 D12 D20 LVL D4 D6 D8 D10 D12 D20
1 1d4 1d6 1d8 1d10 1d12 1d20 1 1d4 1d6 1d8 1d10 1d12 1d20

2 1d4 1d6 1d8 1d10 1d12 1d20 2 1d4 2d6 1d8 1d10 1d12 1d20

3 1d4 2d6 1d8 1d10 1d12 1d20 3 1d4 2d6 1d8 1d10 1d12 1d20

4 1d4 2d6 1d8 1d10 1d12 1d20 4 2d4 2d6 1d8 1d10 1d12 1d20

5 2d4 2d6 1d8 1d10 1d12 1d20 5 2d4 2d6 1d8 1d10 2d12 1d20

6 2d4 2d6 2d8 2d10 2d12 1d20 6 2d4 2d6 2d8 2d10 2d12 1d20

7 2d4 2d6 2d8 2d10 2d12 2d20 7 2d4 3d6 2d8 2d10 2d12 2d20

8 3d4 3d6 2d8 2d10 2d12 2d20 8 3d4 3d6 2d8 2d10 2d12 2d20

9 3d4 3d6 2d8 2d10 2d12 2d20 9 3d4 4d6 3d8 3d10 2d12 2d20

10 4d4 4d6 3d8 3d10 3d12 2d20 10 4d4 4d6 3d8 3d10 3d12 2d20

11 4d4 4d6 3d8 3d10 3d12 2d20 11 4d4 4d6 3d8 3d10 3d12 2d20

12 5d4 5d6 4d8 4d10 3d12 2d20 12 5d4 5d6 4d8 4d10 3d12 3d20

13 6d4 5d6 4d8 4d10 4d12 3d20 13 6d4 6d6 4d8 5d10 4d12 3d20

14 7d4 6d6 5d8 5d10 4d12 3d20 14 7d4 6d6 5d8 5d10 4d12 3d20

15 8d4 7d6 6d8 6d10 5d12 3d20 15 8d4 7d6 6d8 6d10 5d12 4d20

16 9d4 8d6 6d8 7d10 5d12 4d20 16 10d4 8d6 7d8 7d10 5d12 4d20

17 11d4 9d6 7d8 8d10 6d12 4d20 17 11d4 9d6 8d8 8d10 6d12 4d20

18 12d4 10d6 8d8 9d10 6d12 5d20 18 13d4 10d6 9d8 9d10 7d12 5d20

19 15d4 11d6 10d8 10d10 7d12 5d20 19 15d4 11d6 10d8 11d10 8d12 5d20

20 17d4 12d6 11d8 12d10 8d12 5d20 20 18d4 13d6 11d8 12d10 8d12 6d20

21 20d4 14d6 13d8 14d10 9d12 6d20 21 21d4 14d6 13d8 14d10 9d12 6d20

22 23d4 15d6 14d8 16d10 10d12 7d20 22 24d4 16d6 15d8 16d10 11d12 7d20

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Manufacturers
Atlas Jakobs
• Body: Atlas bodies have an on board targeting system, which • Body: Jakobs bodies give the weapon the Automatic special
grants the weapon the Guided special property. Atlas weapons quality. Jakobs rifles always deal piercing damage and have a bulk
can have elements, roll once on table 2.2 for the weapon's of 1.
element. Atlas rifles have a bulk of 2. • Stock: Jakobs stocks give the 2nd weapon special property.
• Stock: Atlas stocks grant the weapon the 1st critical hit effect. • Barrel: Jakobs barrels use the d10 damage track and have a
• Barrel: Atlas barrels use the d20 damage track and have a useage useage of 5 charges or 2 rounds.
of 8 charges or 4 rounds. • Grip: Jakobs grips have a capacity of 40 charges or 12 rounds.
• Grip: Atlas grips have a capacity of 80 charges or 24 rounds. • Sight: Jakobs sights have a range of 120 ft.
• Sight: Atlas sights have a range of 100 ft.
S&S Munitions
Bandit • Body: S&S bodies give the weapon the Unwieldy special
• Body: Bandit bodies double the weapon's capacity. Bandit property, but are treated as 1 level higher when determining
weapons can have elements, roll once on table 2.2 for the damage. S&S rifles can have an element, roll once on table 2.2 for
weapon's element. Bandit rifles have a bulk of 2. the weapon's element. S&S rifles have a bulk of 1.
• Stock: Bandit stocks grant the weapon the 1st weapon special • Stock: S&S stocks do not give a weapon effect.
property. • Barrel: S&S barrels use the d8 damage track and have a useage of
• Barrel: Bandit barrels use the d4 damage track and have a useage 3 charges or 1 round.
of 2 charges or 1 round. • Grip: S&S grips have a capacity of 100 charges or 30 rounds.
• Grip: Bandit grips have a capacity of 100 charges or 30 rounds. • Sight: S&S sights have a range of 40 ft.
• Sight: Bandit sights have a range of 60 ft.
Torgue
Dahl • Body: Torgue bodies give the weapon the Explode (piercing
• Body: Dahl bodies fire multiple shots when aimed properly; all damage, 5 ft.) special quality, but are treated as 1 level lower when
Dahl bodied weapons gain the Boost (1d8) special property. Dahl determining damage. Torgue rifles use the Explosive damage type
weapons can have elements, roll once on table 2.2 for the row and have a bulk of 2.
weapon's element. Dahl rifles have a bulk of 1. • Stock: Torgue stocks give the 1st weapon special property.
• Stock: Dahl stocks give the weapon the 1st critical hit effect. • Barrel: Torgue barrels use the d12 damage track and have a
• Barrel: Dahl barrels use the d6 damage track and have a useage useage of 5 charges or 3 rounds.
of 2 charges or 1 round. • Grip: Torgue grips have a capacity of 60 charges or 18 rounds.
• Grip: Dahl grips have a capacity of 60 charges or 18 rounds. • Sight: Torgue sights have a range of 40 ft.
• Sight: Dahl sights have a range of 80 ft.

11
Vladof E-tech Barrels
• Body: Vladof weapons have the Rapid Fire special property. E-tech barrels are unique barrels that provide a specific
Vladof rifles can have elements, roll once on table 2.2 for the effect based on the body type they are attached to. They
weapon's element. Vladof rifles have a bulk of 1.
typically completely change the function of the gun, giving
• Stock: Vladof stocks give the 2nd critical hit effect
• Barrel: Vladof has two barrels. Standard Vladof barrels use the
it bizarre and alien abilities. E-tech weapons always use
d6 damage track and have a useage of 1 charge or 1 round. charges, regardless of their damage type. E-tech barrels
• Grip: Vladof grips have a capacity of 80 charges or 24 rounds. always use the d10 damage track and have a useage of 3
• Sight: Vladof sights have a range of 100 ft. charges.
• Atlas Body: Atlas E-tech guns don't shoot normal bullets or
lasers, but instead launch sticky orbs that traps their target. This
Table 2.4: Accessories acts as the Entangle special property, but the target receives a
Reflex save (DC = 10 + weapon's item level + the attacker's
D100 FUSION ACCESSORY Dexterity modifier) to avoid the effect.
01-13 Accurate • Bandit Body: E-tech Bandit weapons lay down a hail of laser
fire as the Automatic weapon property.
14-28 Bayonet Bracket (Light) * • 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
29-42 Bullet Speed Boost boost special property, you can choose to deal half damage to all
targets in front of you as the Blast special property.
43-56 Lethality Mod
• Jakobs Body: Jakobs E-tech rifles are devastating and gain the
57-72 Extended Magazine Severe Wound critical hit property. If the weapon already has a
critical hit effect, you may choose which effect triggers when you
73-86 Stability Boost roll a critical hit.
• S&S Munitions Body: The lasers shot by S&S rifles with E-tech
87-00 Unstable Core barrels pass through their targets, giving this weapon the Line
special property.
• Note: Bayonet Brackets come pre-installed with • Torgue Body Torgue weapons with E-tech barrels have unique
a unique weapon that deals damage as a sword explosive rounds that allow the wielder to knock their target
cane of the highest level lower than the level of around. This acts as the Gravitation special property (5 ft.), but
the gun. you can move the target in any direction.
• Vladof Body Vladof E-tech rifles have bouncing bullets. These
weapons gain the Ricochet special property.

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Table 2.5: Unique Parts Table 2.6: Artifact Parts
D100 PART D100 PART
01-17 E-tech Barrel 01-06 Bastard

18-24 Meat Grinder 07-13 Destroyer

25-30 Boom Puppy 14-19 Draco

31-35 Sentinel 20-26 Fusillade

36-40 Boss Nova 27-32 Guardian

41-44 Kitten 33-39 Hammer Buster

45-49 Stinkpot 40-45 KerBlaster

50-54 Damned Cowboy 46-52 Madhous!

55-58 Evil Smasher 53-59 Mug Shot

59-62 Hail 60-65 Ogre

63-68 Ol' Painful 66-71 Raven

69-72 Rapier 72-78 Revolution

73-78 Scorpio 79-84 Shredifier

79-72 Cry Baby 85-90 Veruc

83-86 Ice Scream 91-92 Lead Storm

87-90 Stomper 93-94 Seeker

91-94 Wallop 95-96 Seraphim

95-98 Spear 97 Avenger

99-00 CHOPPER 98 Bearcat

99 Bekah

00 Serpens

13
Named Assault Rifle Parts
Avenger - Pearlescent Grip Boss Nova - Rare Grip
Uncommon Power BWAAAA BWAAAAA BWUUUMMMM!
The Avenger grip has a capacity of 40 charges or 12 rounds. The Boss Nova grip has a capacity of 100 charges or 30
The Avenger regenerates 1 charge each round and 1 round rounds. When an attack with the Boss Nova misses, it
every 3 rounds. The Avenger is treated as 1 level higher instead explodes and deals half damage to all enemies in a 5
when determining damage dice. foot radius around the intended target. They receive a
reflex saving throw to avoid this damage. A successful
Bastard - Legendary Barrel saving throw negates all damage. Plays dubstep while
firing.
TORGUE! Bastard Guns for Bastard People!
The Bastard barrel uses the d12 damage track and uses 8 CHOPPER - Rare Grip
charges or 4 rounds. The Bastard is treated as 1 level higher Get to it.
when determining damage dice.
The CHOPPER grip has a capacity of 150 charges or 45
Bearcat - Pearlescent Body rounds. The grip adds the Automatic weapon property and
can only be used in automatic mode.
I love the smell of popcorn in the morning.
Always spawns with the fire element. Bullets travel Cry Baby - Rare Body
normally for the first 1/2 of their range. After reaching 1/2 I-i-i-saac.
of their normal range, they Explode for 1/2 damage in a 15
foot burst. This burst occurs if the original bullet missed its The Cry Baby acts in all ways as a Bandit body with one
mark or if it was shot at a distant enemy. This acts in all additional effect. Roll on the following table to determine
other ways as a Dahl barrel. the exact effect for that gun. If the weapon gains a second
critical hit effect in this way, it overwrites the old effect.
Bekah - Pearlescent Stock D6 EFFECT PREFIX
Shoot them in the face. Twice.
1 Automatic #1
The Bekah gives the weapon the first critical hit effect. The
2 Line Fletched
Bekah gains a bonus on all damage rolls equal to the shot
distance divided by 10 (minimum 0). 3 Burst Monstro's

Boom Puppy - Rare Barrel 4 Boost (1d10) Chocolatey

Boom! Boom! Boom! BOOM! BOOOM!!!! GOOD 5 Rapid Reload Bloody

DOGGY!!! 6 Knockdown Toothy

The Boom Puppy barrel uses the d12 damage track,


changes the ammunition to shells (use the capacity for Damned Cowboy - Rare Body
rounds), uses 6 shells per shot, and is unwieldy. The Boom
Speak Softly. Carry This.
Puppy cannot spawn on a Jakobs body. Even if the Boom
Puppy has an elemental capacitor it still uses shells as A Damned Cowboy is treated as 1 level higher for damage
ammunition. Each shot launches a bouncing grenade that calculations and gains the unwieldy property. The Damned
explodes each round for 3 rounds. This grenade targets like Cowboy body acts in all other ways as a Jakobs body, but
a thrown weapon and explodes with 5 ft. radius. After it does not gain the automatic property.
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".

14
Destroyer - Legendary Scope Hammer Buster - Legendary Scope
The destructor has come Gar! Gorarr! My dad's a scientist! GWARRRR!!!!
The Destroyer has a base range of 100 ft. The Destroyer The Hammer Buster has a range of 70 ft. The weapon
allows you to make a unique Automatic attack. When gains the Severe Wound special quality.
making an automatic mode attack with this weapon, the
start of the 50 ft. cone is any square 50 ft. away from you Ice Scream - Rare Grip
and must face away from you. You then attack all enemies
Winter is numbing.
within this cone as standard for the Automatic ability.
The Ice Scream grip has a capacity of 80 charges. Always
Draco - Very Rare Grip spawns with the cold element and has the Staggered critical
Dragon Fire! hit modifier. Plays ice cream truck music while firing.

The Draco gives a capacity of 100 charges and always Kitten - Rare Barrel
spawns with the fire element. Gives the weapon the Burn
We're all mad here. I'm mad. You're mad.
special weapon property that procs on rolls of both 19 and
20. Rolling a 19 does not activate other critical hit effects or The Kitten uses the d6 damage track and has a useage of 1
double the weapon's base damage. See page 3 for the Burn charge. Always has an element and cannot spawn on a
damage. Torgue or Jakobs body. A successful hit with the Kitten
heals 1 stamina per damage dice.
Evil Smasher - Rare Grip
Evil will be SMASHED!!! WITH SMASHING!!! KerBlaster - Legendary Barrel
EVIL!!! SMASH!!! ER!!! Torgue got more BOOM!
The Evil Smasher acts in all ways as a Torgue grip. When The KerBlaster uses the d6 damage track and has a useage
reloading, roll a d20. If you roll a 17 or higher, that clip of of 5 charges or 3 rounds. When you hit a target, the bullet
ammunition deals 1 additional damage dice. drops a grenade (Explode [same damage, 10 ft.]) on one of
the corners of the target's square. This grenade explodes at
Fusillade - Legendary Stock the beginning of your next turn.
Provides a +1 insight bonus on attack rolls. Treat the
Fusillade as 1 level higher for calculating damage dice. Lead Storm - Seraph Body
What a glorious feeling!
Guardian - Legendary Grip The Lead Storm acts in all ways as a Vladof body. Attacks
Hold your ground... Forever. with the lead storm ignore soft or partial cover that can be
The Guardian grip has a capacity of 60 charges or 18 shot over, such as a teammate or a low wall.
rounds. The Guardian recharges itself at a rate of 1 charge
per round or 1 round per three rounds. Madhous! - Legendary Body
It's a Madhouse! A MADHOUSE!!!
Hail - Rare Body The Madhous! body acts as a Bandit body. Additionally, it
What plaything can you offer me today? gains the Wild special property.
The Hail body is manufactured by Vladof and always
spawns with an elemental capacitor and has a bulk of 1. Meat Grinder - Rare Grip
When you roll on the elemental capacitor table continue War is in your blood
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 The Meat Grinder has a capacity of 200 charges or 60
an ally. This weapon always spawns with the first critical rounds.
hit effect for its element type.

15
Mug Shot - Legendary Body Scorpio - Rare Stock
Does your face hurt? It's killin' me... Say not in grief: "He is no more." but live in
thankfulness that he was.
The Mug Shot always deals explosive damage and deals
damage as if it were 1 level higher. It otherwise acts as the This stock acts as the Dahl stock. Weapons with the
Dahl body, including the Boost (1d8) special property. Scorpio stock always have the Boost (1d8) special weapon
property. If the weapon already has the boost property, the
Ogre - Legendary Barrel damage increases to 2d8.
Ogre SMASH!
Seeker - Seraph Scope
The Ogre uses the d12 damage track and has a useage of 3 Oh, yeah, that's fair...
rounds. Always no element, has the Explode (5 ft.) weapon
property. Treat the Ogre as 1 level higher when The Seeker has a range of 30 feet. Provides a +1
determining damage dice. circumstance bonus on attack rolls and ignores partial
cover, soft cover, and concealment (but not improved
Ol'Painful - Rare Barrel cover, total cover, or total concealment).
Come on in... Ol' Painful is waiting.
Sentinel - Rare Scope
The Ol'Painful must spawn with the fire element. It uses A watchful eye
the d10 damage track, but calculate the final damage using
Table 3.3 instead of Table 2.3. Shoots lasers instead of The sentinel has a range of 120 ft. Reloading this weapon is
bullets. one action faster (Standard action becomes a move action,
move action becomes a swift action, swift action becomes a
Rapier - Rare Accessory - Level 7 free action).
As I end the refrain, thrust home.
Seraphim - Seraph Barrel
The Rapier acts as the Bayonet Bracket accessory. The Holy? Holy? Holey!
Rapier gives you a bonus on melee damage rolls with the
Rapier equal to the weapon's level, but makes you The Seraphim uses the d6 damage progression and
vulnerable to all melee damage while you are holding the consumes one charge. Always spawns with the fire
weapon. Unique prefix "Captain Blade's". element. Shoots lasers.

Raven - Legendary Stock Serpens - Pearlescent Barrel


2 more bullets make all the difference Poison in your veins
The Raven acts as a Dahl stock and also grants the weapon The Serpens uses the d10 damage progression and uses 2
the Boost (1d10) special property. This overwrites any charges. Always deals acid damage. Bullets snake around
Boost already on the weapon. The Raven can "super boost" cover, reducing soft or partial cover to no cover and full
by continuing to use either move or standard actions to cover to partial cover.
charge the weapon. For each action used this way, add 1d10
to the boost damage. This can be used to a maximum total Shredifier - Legendary Stock
boost damage of 5d10.
Speed Kills.
Revolution - Legendary Grip The Shredifier adds the Rapid Fire weapon property and
Guns of the Revolution will never fall silent! the first weapon special property for the weapon's element.
If the weapon already had the Rapid Fire special property,
The Revolution gives a capacity of 150 charges or 45 the stacking penalty is reduced to -2.
rounds. Increase the damage dice by one step (d4 to d6, d6
to d8 etc.) to a maximum of d20.

16
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.

17
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

18
Example Weapons
Combustion Sarrisae - Level 1 Frantic Revolution - Level 12
Rolls Rolls
• Rarity: Common • Rarity: Artifact
• Body: Atlas • Body: S&S Munitions
• Stock: Torgue • Stock: Dahl
• Barrel: Jakobs • Barrel: Torgue
• Grip: Torgue • Grip: Revolution
• Sight: Vladof • Sight: Atlas
• Element: Fire • Element: Slag
• Accessory: None • Accessory: Unstable Core

Stats Stats
• Damage: 1d10 F • Damage: 2d20 P
• Range: 80 ft. • Range: 100 ft.
• Critical: None • Critical: Nauseate
• Capacity: 18 rounds • Capacity: 45 rounds
• Useage: 1 round • Useage: 3 rounds
• Bulk: 2 • Bulk: 1
• Properties: Guided, Ignite (1d4) • Properties: Slag, Unstable Core Accessory

Hard Rifle - Level 10 Fletched Cry Baby - Level 17


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

Stats Stats
• Damage: 5d4 C • Damage: 10d4 P
• Range: 100 ft. • Range: 120 ft.
• Critical: None • Critical: none
• Capacity: 40 charges • Capacity: 60 rounds
• Useage: 2 charges • Useage: 1 round
• Bulk: 2 • Bulk: 2
• Properties: Explode (5ft) • Properties: Line, Penetrating

19
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 Table 2.1: Manufacturers
other weapon types, laser rifles do not come with D100 MANUFACTURER
attachments or accessories to augment their effects.
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

20
Manufacturers
Atlas S&S Munitions
• Body: Atlas laser bodies have on-board targeting systems, which • Body: S&S laser bodies shoot lightning instead of the traditional
give the weapon the Guided special property. Atlas lasers have a laser bolts. Their weapons always have the First Arc property and
bulk of 2. can only spawn with the Electricity element.
• Barrel: Atlas lasers shoot a huge glob of energy that explodes on • Barrel: S&S barrels have alternating filters which alter the
contact, giving them the Explode (10 ft.) special property. Atlas energy passing through them. This gives the resulting weapon
barrels use the d20 damage track and consume 10 charges. the Polarize (1d8) special property. S&S barrels use the d4 damage
• Grip: Atlas grips have a capacity of 80 charges. track and have a useage of 1 charge.
• Stock: Atlas stocks grant the weapon the 1st critical hit effect. • Grip: S&S grips have a capacity of 100 charges.
• Scope: Atlas sights have a range of 100 ft. • Stock: S&S stocks give the 2nd special weapon property.
• Scope: S&S scopes have a range of 40 ft.
Dahl
• Body: Dahl bodies can shoot multiple shots at once if aimed
Tediore
properly. This gives all Dahl lasers the Boost (1d8) special • Body: All Tediore weapons have the Explosive Reload special
property. Dahl lasers have a bulk of 1. property. Tediore lasers have a bulk of 2.
• Barrel: Dahl barrels do not give a special ability to the laser fire. • Barrel: Tediore lasers fire a spray of lasers in a wide cone, giving
Dahl barrels use the d6 damage track and have a useage of 2 them the Blast special property. Tediore lasers use the d10 damage
charges. track and have a useage of 3 charges.
• Grip: Dahl grips have a capacity of 60 charges. • Grip: Tediore grips have a capacity of 60 charges.
• Stock: Dahl stocks give the weapon the 1st critical hit effect. • Stock: Tediore stocks give the 1st special weapon property.
• Scope: Dahl scopes have a range of 80 ft. • Scope: Tediore scopes have a range of 40 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.

21
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

22
Named Laser Parts
Absolute Zero - Legendary Barrel Firestarta - Unique Stock
In this universe, there is only one absolute. Start some trouble.
The Absolute Zero is a Maliwan barrel that grants the The Firestarta always deals fire damage and has the Burn
weapon the Line special weapon property. The Absolute (2d6) critical hit property. The Firestarta triggers its critical
Zero can only have a Cold element, uses the d20 damage hit effects on rolls of 18, 19 and 20, though a 18 or 19 does
track, has a useage of 10 charges, and reduces the total not count as a critical roll for any other abilities.
range of the weapon by 1/2.
Freezeasy - Unique Barrel
Bright Spadroon - Unique Scope Freeze them to save them!
The elegant way to be clumsy and random.
The Freezeasy acts in all ways as a Maliwan barrel, but can
The Bright Spadroon gives the weapon a base range of 5 only spawn with the cold element. The Freezeasy always
feet. When firing the Bright Spadroon, you do not has the Slow weapon property in addition to any other
provoke attacks of opportunity. abilities it gets.

Cat O' Nine Tails - Legendary Grip Laser Disker - Legendary Barrel
The cat's out of the bag. Shazbot!
The Cat O' Nine Tails grip has a capacity of 60 charges. The Laser Disker barrel gives the weapon the Explode (10
Shots from the Cat O' Nine Tails have the Ricochet special ft.) special property. The Laser Disker uses the d8 damage
property. Instead of the standard attack after hitting a wall, track for a rocket launcher of the same level. The Laser
it instead reflects as if it had a range of 15 feet and the Burst Disker consumes 5 charges.
special property.
Longest Yard - Legendary Body
E-GUN - Unique Body Impressive.
Kills ghosts, apparently.
Weapons with the Longest Yard body have the Unwieldy
The E-GUN acts in all ways as a Dahl body. It always deals special property, double the range increment, and deal
piercing damage (see table 2.2 for critical and properties for damage as a weapon 1 level higher. The Longest Yard
piercing damage weapons). The E-GUN still uses charges. otherwise acts as a Hyperion body.

Excalibastard - Legendary Accessory - Level 15 Min Min Lighter - Legendary Barrel


Thou art most badass. Approached but never identified.
The Excalibastard acts as the Bayonet Bracket accessory. The Min Min Lighter only deals electricity damage, uses
This accessory cannot be on weapons of less than level 15. the d6 damage track, and consumes 5 charges per shot. The
Always deals cold damage and has the staggered critical hit Min Min Lighter fires balls of electricity that damage all
effect (in addition to whatever effect it gains from the nearby creatures. When you fire the Min Min Lighter,
weapon's stock). The gun's critical hit effects trigger on place a token on the map less than 10 feet away from you to
both ranged attacks and melee attacks with this weapon. If represent the ball of electricity. All creatures within 5 feet
you have a melee weapon with a critical hit effect installed of the ball take the listed damage. If the target succeeds at a
in the Bayonet Bracket, you must choose which critical hit Reflex save, they take half damage. At the start of your turn,
effect to trigger each time you roll a critical hit. 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.

23
MINAC's Atonement - Unique Stock Vandergraffen - Unique Body
I'm not always that dangerously homicidal… I'm a fan of the flow.
The MINAC's Attonement fires a bullet with a random The Vandergraffen acts in all ways as a Tediore body but
element for every shot. When you fire this weapon, roll can only spawn with the Shock element.
1d4 and choose the appropriate element from the table
below. Vibra-Pulse - Unique Grip
D4 ELEMENT Why not turn me on?
1 Acid The Vibra-Pulse has a capacity of 40 charges. Each shot
fired from the Vibra-Pulse heals the holder for 1d6 stamina.
2 Cold

3 Electricity The ZX-1 - Legendary Stock


4 Fire Replay!
Each time you hit an enemy with the ZX-1, you gain a
Mining Laser - Unique Barrel stacking +1 attack bonus against that target. The bonus
resets to zero if you shoot another enemy with any
PROTOTYPE - Authorized personnel only.
weapon.
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.

24
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

25
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

26
Named Pistol Parts
Does not consume ammunition or charges on even attack Has t
88 Fragnum - Legendary rolls.
It'll blow your head clean off. Judg
Equalizer - Legendary grip
Anaconda - Legendary Unending Firepower
Lady
Long and Strong Omn
Ammo regen
Increased accuracy and power Deals
Fibber - Unique dama
Aries - Pearlescent Firehawk - Legendary Lady
Your Life is Mine
Shooting an enemy with this weapon causes a tendril of
Bring the HEAT!
Law
healing to leap to the nearest ally, healing them for 1/2 the
damage done. You can register up to 5 allies in the
Always fire, deals additional fire damage
Littl
weapon's computer. You always count as an ally of yourself Gemini - Legendary Loga
and you do not take up one of the 5 slots. Double Whammy.
Luck
Blowfly - Legendary Fires two shots at once
Mad
Chimera - Legendary Globber - Unique Fool
A beast of many forms - Fire, Lightning and
Poison
Gold - Unique Bulle
Bling!
Deals a random element Mag
Worth 3x more than normal. Unique prefix "Knoxx's".
Chiquito Amigo - Unique Grip Nem
Say "Hello"
Greed - Unique The

Has the quick reload weapon property. Grog Nozzle - Unique Alwa
2d6 c
Clipper - Unique Accessory Gub - Legendary
Don't drop it... might lose a toe. Gunerang or Shooterang - Legendary Part
Acts as the weapon bracket accessory. Grants the Flaming Gwen's Head - Unique Patt
fusion to whatever weapon is installed in the bracket. May
Hard Reboot - Unique won
Cyber Eagle - Unique Hornet - Legendary Barrel Incre
Dahlminator - Unique Feel the Sting
Pock
Defiler - Legendary Increased burst fire, always corrosive
Prob
Give Sick
Infection - Seraph Prot
Spreading pestilence
Infinity - Legendary Grip Amm
Devastator - Seraph Does not consume ammunition Rege
Dove - Unique Grip Invader - Legendary Reap
Sometimes, I forget to reload. 12 bullets invade your skull Slice
27
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

28
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

29
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

30
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

31
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Thank You:
Have you gotten bored of the same old guns in your • Aaron0000 for his Atlas and S&S naming
Starfinder game? Do you wish there were a near conventions

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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