Professional Documents
Culture Documents
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.
2
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.
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
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.
3
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.
4
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.
3 +4
5 +6
5
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%.
9 +2
14 +3
18 +4
6
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
83-88 Fire Charges Burn (1d6) Jet (2d4) Ignite (1d4) Bright
89-94 Electricity Charges Arc (1d6) Electrocute First Arc (1d4) Polarize (1d6)
7
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
8
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
9
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
10
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.
12
Table 2.5: Unique Parts Table 2.6: Artifact Parts
D100 PART D100 PART
01-17 E-tech Barrel 01-06 Bastard
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
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.
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".
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
Vladof Xyston Spinigun Minigun Gatling Gun Machine Gun Spitter Spinigun
Bullet Speed Boost Surpassing Fast Bullets Deep Cowboy Deathly Slippery Swift
Unstable Core Supreme Wyld Asss Feral Wild Frantic Wild Rabid
Unique Prefix - - - - - - -
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
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
86-00 Tediore
24-83 Fire Charges Burn (1d6) Jet (2d4) Ignite (1d4) Bright
84-93 Electricity Charges Arc (1d6) Electrocute First Arc (1d4) Harrying
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
75-84 Vandergraffen
85-95 Vibra-Pulse
71-84 Thunderfire
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.
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
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
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
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
65-73 Scav
74-82 Tediore
83-91 Torgue
92-00 Vladof
83-88 Fire Charges Burn (1d6) Jet (2d4) Ignite (1d4) Bright
89-94 Electricity Charges Arc (1d6) Electrocute First Arc (1d4) Polarize (1d6)
- 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
83-88 Fire Charges Burn (1d6) Jet (2d4) Ignite (1d4) Bright
89-94 Electricity Charges Arc (1d6) Electrocute First Arc (1d4) Polarize (1d6)
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
65-73 Scav
74-82 Tediore
83-91 Torgue
83-88 Fire Charges Burn (1d6) Jet (2d4) Ignite (1d4) Bright
89-94 Electricity Charges Arc (1d6) Electrocute First Arc (1d4) Polarize (1d6)
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
65-73 Scav
92-00 Vladof
83-88 Fire Charges Burn (1d6) Jet (2d4) Ignite (1d4) Bright
89-94 Electricity Charges Arc (1d6) Electrocute First Arc (1d4) Polarize (1d6)
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
83-88 Fire Charges Burn (1d6) Jet (2d4) Ignite (1d4) Bright
89-94 Electricity Charges Arc (1d6) Electrocute First Arc (1d4) Polarize (1d6)
31
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