* See rules for Ammunition
Weapons come in many forms in the future - far more so then normal in Pathfinder. And while the basic premise of firearms has remained the same, the technology of them has advanced considerably. All firearms are generally treated as Advanced Firearms, except as otherwise specified below.
Penetration: Massive advances in armour design mean that Advanced Firearms only make touch attacks within the first ranged increment (instead of the first 5 as normal). Any Early Firearms make all attacks against the target's full AC.
Heavy Weapons: Weapons marked with the Heavy special rule have an unusually complex loading mechanism, and take a full round action to reload. This can be reduced by the Rapid Reload feat as normal.
Laser Weapons: Weapons that deal Laser damage as their damage type attack against the target's full AC at all ranges.
Plasma Weapons: Weapons that deal Plasma damage as their damage type attack against the target's touch AC at all ranges, and bypass any DR gained from equipment.
Radius Weapons: Radius weapons deal damage to all targets within the radius stated in their profile. To deliver it, make an attack role against the target location (AC 10). If you miss, the attack misses entirely. If you hit, the result of the roll is the DC of the reflex save against the attack for half damage.
Cone Weapons: Cone weapons deal damage to all targets within the a cone of the size stated in their profile. To deliver it, make an attack role against the target location (AC 10). If you miss, the attack misses entirely. If you hit, the result of the roll is the DC of the reflex save against the attack for half damage.
Line Weapons: Line weapons deal damage to all targets within a line of the size stated in their profile. To deliver it, make an attack role against the target area (AC 10). If you miss, the attack misses entirely. If you hit, the result of the roll is the DC of the reflex save against the attack for half damage.
Blast Weapons: Blast Weapons are weapons that have reduced effect based on the targets distance from the point of orgin. If the weapon is a Radius, Cone, or Line weapon, the damage of the weapon is reduced by 1 dice for each 5' that the target is away from the orgin point of the attack (Center of the radius, muzzle of the weapon, etc). If it is a conventional weapon, the damage reduced by 1 dice for every range increment away from the weapon that the target is.
Mortar: Weapons listed with the Mortar quality cannot attack targets within half of their first range increment.
Unstable: Weapons that are unstable are inherently dangerous to use. On an attack roll of a natural 1, an unstable weapon overloads and automatically deal half of it's normal damage against it's wielder instead of the target. If the weapon would bypass the user's DR, it does so normally.
Electromagnetic: A weapon that deals Electromagnetic deals full damage to all electronic devices in it's area of effect. Living creatures only take half damage from Electromagnetic weapons, unless they have cybernetic implants or other electronic components. If they do, they take full damage as normal.
Suppressive: Any weapons capable of automatic fire, and any other weapons specifically listed with the Suppressive quality can make Suppressive Fire attacks.
Fire Modes: Ranged firearms may have one or more fire modes listed in their entry. The following 3 entries describe the rules for the specific fire modes, and must be used in the same mode for the character's entire turn. It is a free action to switch fire modes on weapons capable of multiple modes.
Single Fire: A single fire weapon can only be fired once per round.
Semi Fire: A weapon used in semi fire mode is fired normally as per the Pathfinder rules for ranged combat, and as modified for this expansion.
Auto Fire: A weapon used in Auto fire mode makes an additional attack when attacking (such as with a standard action or full round attack action), but all attacks in the turn are made at a -2 penalty. This stacks with similar abilities such as Rapid Shot