-Armas de fuego-
Reglas sobre las armas de fuego y su uso.




Firearms
The most basic form of attack with a firearm is a single shot. One attack is one pull of the trigger and fires one bullet at one target.

The Firearms Training feat allows a character to make this sort of attack without penalty. If a character isn’t proficient in personal firearms, he or she takes a -4 penalty on attacks with that type of weapon.

Because of the weapon’s unwieldy shape and size, an attacker using a longarm takes a -4 penalty on attacks against adjacent opponents.

Autofire
An autofire attack is a volley of multiple shots with a single standard action. To use an autofire attack against a single target, make your attack roll normally. The amount by which your attack roll succeeds applies a bonus to the attack’s saving throw Difficulty: +1 per 2 points the attack roll exceeds the target’s Defense.

If a target’s defense (involving special resistance or immunity) would normally ignore the attack before any increase in the save Difficulty, then the autofire attack has no effect as usual; a volley of multiple shots is no more likely to penetrate than just one.

Autofire shoots 10 bullets, and can only be used if the weapon has 10 bullets in it.
Some firearms—particularly machine guns—only have autofire settings and can’t normally fire single shots.

Multiple Targets: You can use autofire to attack multiple targets at once as a full action by “walking” the autofire attack from target to target. Choose a line of 5-foot squares no greater in number than your attack bonus. You may make attack rolls to hit targets, one target at a time, starting at one end of the line and continuing to the other end. You suffer a penalty to each of your attack rolls equal to the total number of squares. If you miss one target, you may still attempt to hit the others.

Covering Fire:
An autofire attack can provide cover for an ally. Take a full action and choose an ally in your line of sight, who receives a +4 dodge bonus against enemies in your line of sight and in range of your autofire attack. (You have to be able to shoot at them to get them to keep their heads down or this maneuver won’t work.) You cannot lay down covering fire for an ally in melee. Each character after the first who lays down covering fire for the same individual grants an additional +1 dodge bonus. All covering fire attackers receive a free attack if an opponent chooses to ignore the dodge bonus granted to the protected target.

Suppression Fire:
An autofire attack can lay down a volley to force opponents to seek cover. Take a full-round action and choose an opponent, who receives a -4 penalty to attack rolls and checks for one round while in your line of sight and in range of your attack. An opponent who chooses not to seek cover ignores the attack modifier from suppression fire, but is automatically attacked (a free action for you). You cannot lay down suppression fire on an opponent in melee. Each character after the first who lays down suppression fire for the same target imposes an additional -1 penalty. All suppression fire attackers receive a free attack if the target fails to take cover or otherwise get out of their sight.

Burst Fire:
A burst fire attack is a short burst of gunfire aimed at a single target with a single standard action. A character may attack with burst fire if the firearm has a semiautomatic or automatic rate of fire.

To use a burst fire attack against a single target, make your attack roll normally. The amount by which your attack roll succeeds applies a bonus to the attack’s saving throw Difficulty: +1 per 2 points the attack roll exceeds the target’s Defense to a maximum of +3 bonus. Burst fire shoots 5 bullets, and can only be used if the weapon has at least 5 bullets in it. Some weapons have a burst setting, reducing this number to 3 (see equipment).

Trained Fire
Prerequisite: Firearms Training
You are trained to control your fire to make autofire attacks more efficient. You have a +2 bonus to hit when making an autofire attack.

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 firearm 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.

Handguns
A handgun is a personal firearm that can be used one-handed without penalty. This includes all pistols and some submachine guns and shotguns. All handguns require the Firearms Training feat.

Using a handgun without this feat imposes a -4 penalty on attack rolls.
Handguns can be broken down into three smaller groups: autoloaders, revolvers, and machine pistols.

Autoloaders (sometimes called “automatics”) feature removable box magazines, and some models hold quite a lot of ammunition. They work by using the energy of a shot fired to throw back a slide, eject the shot’s shell casing, and scoop the next round into the chamber. They are more complex than revolvers, but nevertheless have become increasingly popular in the modern age.

Revolvers are relatively simple firearms that store several rounds (usually six) in a revolving cylinder. As the trigger is pulled, the cylinder revolves to bring the next bullet in line with the barrel.
Machine pistols are automatic firearms small enough to be fired with one hand. Some are autoloader pistols modified to fire a burst of bullets in a single pull of the trigger, while others are modified submachine guns, cut down in size and weight to allow one-handed use.
Firearms that use box magazines come with one full magazine.

Longarms
Longarms are personal firearms that require two hands to be fired without penalty. This group includes hunting and sniping rifles, assault rifles, shotguns, and most submachine guns.

The basic longarm is the rifle, a group that includes both hunting rifles and sniper rifles. Most rifles are autoloaders, and they function internally in a manner very similar to autoloader pistols. Some models are operated manually, however, with the user having to work a bolt or lever between each shot. Assault rifles are rifles designed for military use and feature automatic as well as semiautomatic fire.

Shotguns are large-bore weapons that primarily fire shells full of small projectiles. They tend to be powerful, but only at short range. Reduce shotgun damage by 1 point for every range increment of the attack.

Submachine guns are relatively compact longarms that generally fire pistol ammunition. They can fire on automatic.

All longarms are covered by the Firearms Training feat.

Longarms are not well suited to close combat. A character takes a -4 penalty on the attack roll when firing at an adjacent target.

Heavy Weapons
The weapons covered in this section fall under the Exotic Firearms Training feat. Someone who wields a heavy weapon without the appropriate proficiency takes a -4 penalty on all attack rolls with the weapon.





-Dimuscul
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