# What is this? I'm running a pulp era setting and the vanilla pf2e guns just didn't cut the mustard for the feel I had in mind. I liked the [Dust Veil](https://duskveil.com/modern-firearms/) weapons, but they were created back before the Guns & Gears supplement, which makes them difficult to automate in the pf2e system in Foundry. This is my attempt to reimplement the Dusk Veil weapons such that they can easily be imported and used in Foundry. # Native Pathfinder 2 Traits ## Concussive These weapons smash as much as puncture. When determining a creature’s resistance or immunity to damage from this weapon, use the weaker of the target’s resistance or immunity to piercing or bludgeoning. For instance, if the creature were immune to piercing and had no resistance or immunity to bludgeoning damage, it would take full damage from a concussive weapon. Resistance or immunity to all physical damage, or all damage, applies as normal. ## Deadly On a critical hit, the weapon adds a weapon damage die of the listed size. Roll this after doubling the weapon's damage. This increases to two dice if the weapon has a greater striking rune and three dice if the weapon has a major striking rune. For instance, a rapier with a greater striking rune deals 2d8 extra piercing damage on a critical hit. An ability that changes the size of the weapon's normal damage dice doesn't change the size of its deadly die. ## Double Barrel This weapon has two barrels that are each loaded separately. You can fire both barrels of a double barrel weapon in a single Strike to increase the size of the weapon damage die by one step. If the weapon has the fatal trait, this increases the size of the fatal die by one step as well. ## Fatal The fatal trait includes a die size. On a critical hit, the weapon’s damage die increases to that die size instead of the normal die size, and the weapon adds one additional damage die of the listed size. ## Kickback A kickback weapon is extra powerful and difficult to use. A kickback weapon deals 1 additional damage with all attacks. Firing a kickback weapon gives a –2 circumstance penalty to the attack roll, but characters with 14 or more Strength ignore the penalty. Attaching a kickback weapon to stabilizers can lower or negate this penalty (page 182). ## Repeating Repeating weapons can’t be loaded with individual bolts or bullets like other crossbows and firearms can; instead, they require a magazine of specialized ammunition to be loaded into a special slot. Once the magazine is in place, the ammunition is automatically loaded each time the weapon is cocked to fire, reducing its reload to the value in its reload entry (typically 0). When the ammunition runs out, a new magazine must be loaded, which requires a free hand and three Interact actions (to remove the old magazine, retrieve the new magazine, and slot the new magazine in place). As with other types of reloading that take multiple actions, these actions don’t need to be consecutive. ## Scatter This weapon fires a cluster of pellets in a wide spray. Scatter always has an area listed with it, indicating the radius of the spray. On a hit, the primary target of an attack with a scatter weapon takes the listed damage, and the target and all other creatures within the listed radius around it take 1 splash damage per weapon damage die. ## Volley This ranged weapon is less effective at close distances. Your attacks against targets that are at a distance within the range listed take a –2 penalty. # Homebrew Traits ## Bolt Action A rifle with this trait requires a manipulate action before it can fire again, to chamber a new round. ## Burst Some firearms allow you to fire rapidly, beyond what is normally possible. A firearm with this trait allows access to the following action: #### Burst ![[pf2e_icons_2action.png|24]] Traits: **\[Attack]** Fire three shots for two actions with normal Multiple Attack Penalty applied to each shot. Doing so causes increases your Clumsy condition by 1 (giving you Clumsy 1 if you didn’t already have the condition) # Weapon Table *NOTE: All these weapons have the Repeating and Concussive traits* Name|Type|Cost|Reload|Range|Damage|Mag|Bulk|Hands|Traits -|-|-|-|-|-|-|-|-|- Light Pistol|Simple|1gp|1|30ft|1d6|8|L|1|Deadly d8 Medium Pistol|Martial|5gp|1|30ft|1d8|6|L|1|Deadly d10 Heavy Pistol|Martial|10gp|1|30ft|1d10|6|L|1|Fatal d12, Kickback Medium Rifle|Simple|10gp|1|60ft|1d10|4|1|2|Fatal d12, Volley 30ft Heavy Rifle|Martial|20gp|1|110ft|1d12|5|2|2|Bolt Action, Deadly d12, Kickback, Volley 30ft Medium Combat Rifle|Martial|25gp|1|60ft|1d10|10|1|2|Fatal d12 Heavy Combat Rifle|Martial|30gp|1|110ft|1d12|10|2|2|Deadly d12, Kickback, Volley 30ft Machine Pistol|Martial|30gp|1|50ft|1d8|20|L|1+|Deadly d10, Burst, Clumsy 1(if 1-handed) Sub Machine Gun (SMG)|Martial|35gp|1|50ft|1d10|15|1|2|Burst, Fatal d12 Machine Gun|Martial|50gp|2|70ft|1d12|30|2|2|Burst, Deadly d12, Kickback, Volley 30ft Double Barreled Shotgun|Simple|20gp|1|20ft|1d10|2|1|2|Double Barrel, Fatal d10, Kickback, Scatter 10ft Pump Action Shotgun|Martial|20gp|2|20ft|1d10|6|1|2|Fatal d12, Kickback, Scatter 5ft