Firearm rules

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.

Proficiency with firearms allows a character to make this sort of attack without penalty. If a character isn’t proficient with firearms, he or she takes a –4 penalty on attacks with that type of weapon, and is unable to reload the weapon.

A number of other feats allow a character to deal extra damage when he or she fires more than one bullet as part of a single attack at a single target. (If a character doesn’t have those feats, he or she can still fire more than one bullet—but the extra bullets don’t have any effect, and are just wasted ammunition.) Search for the Firearm Feat tag to find just a few of these firearm based feats.

As with all forms of ranged weapons, attacking with a firearm while within a threatened area provokes an attack of opportunity.

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

As a standard action, a character with a ranged weapon can increase their chance of hitting the target by aiming. Have the character make a ranged touch attack as though it were with a ranged attack using the weapon that they are currently wielding. If the touch attack hits, the character gains a +2 competence bonus on all attack rolls against the target in question, until the target moves more than 5 feet or leaves the attacker’s line of sight. While aiming, the attacker cannot attack any other targets or use any other weapons, nor can they move, even to make a 5-foot step. Likewise, if the character’s concentration is disrupted, the character loses the benefit of aiming.

Align Sights
You can take two consecutive swift actions in the same round to more carefully line up a ranged attack. When you do so, you ignore all cover bonuses granted to your target on your next attack. You must maintain line of sight to the target however. You lose the benefits of aligning your sights if you lose line of sight or if you take any other actions before making your attack.

A weapon with the automatic weapon quality fires a burst of bullets with a single pull of the trigger, attacking all creatures in a line. This line starts from any corner of your space and extends to the limit of the weapon’s range or until it strikes a barrier it cannot penetrate. When an automatic weapon attacks all creatures in a line, it makes a separate attack roll against each creature in the line. Each creature in the line can only be attacked with one bullet from each burst. Each attack roll takes a –2 penalty to account for recoil, and its attack damage cannot be modified by precision damage or damage-increasing feats. Effects that grant concealment, such as fog or smoke, or the blur, invisibility, or mirror image spells, do not foil an automatic weapon’s line attack. If any of the attack rolls threaten a critical hit, confirm the critical for that attack roll alone. An automatic weapon misfires only if all of the attack rolls made misfire. A single attack with an automatic weapon fires 10 bullets. An automatic weapon cannot fire single bullets that target one creature. When taking a full-attack action with an automatic weapon, you can fire as many bursts in a round as you have attacks.

Autofire is not the same thing as burst fire.

Some firearms—particularly machine guns—only have autofire settings and can’t normally fire single shots.

Suppressive Fire
As a full-round action, a character whose firearm has at least 5 shots remaining may expend 5 shots to target an unoccupied square. Until their next turn, that character is treated as threatening the square in question with that firearm and can make attacks of opportunity as normal.

If the natural result of your attack roll with a firearm is 1, that shot misses, even if you would have otherwise hit the target. When a firearm misfires, it gains the broken condition. While it has the broken condition, it suffers the normal disadvantages that broken weapons do, and its misfire value increases to 4 (a roll of 1 through 4), unless the wielder has the Firearm training feat in the particular type of firearm. In that case, the misfire value increases to 2.

You cannot misfire on a critical hit confirmation roll. If you roll a misfire when attempting to confirm a critical hit, just treat it as a normal result of the die (which might confirm the crit or fail to do so).

Firearm rules

The Secret Lives of Heroes EugeneGM