Star Frontiers Automatic Pistol

PGC-9 automatic pistol with extended clip. Note the adjustable iron sight and the retracted wire stock. For stability during burst fire, the firer is supposed to hook his off-hand thumb into the extended trigger guard and wrap the fingers around the foregrip bar. The PGC-9's recoil is light enough for the weapon to be fired one-handed, though.

An automatic pistol is a refined version of the submachine gun. It looks like a heavy pistol, with a folding metal wire stock. The gun can be fired like a pistol when the stock is folded, or fired from the shoulder when the stock is extended.

An automatic pistol can be set to fire single shots or bursts. Up to three single shots or one burst can be fired in a turn. A single shot causes 1d10 points of damage. A burst fires 10 bullets, and has a +20 modifier to hit. It can be aimed at up to five adjacent targets in a 10-meter wide area.[1] Only one roll is needed to hit all the targets, but any negative modifiers that could apply to one target apply to the entire group. For example, if one target has soft cover, all of them are considered to have soft cover.

A burst causes 5d10 points of damage, plus 1d10 for every additional target after the first. The damage from a burst is divided as evenly as possible between all the targets. Skeinsuits and inertia screens reduce bullet damage by half. If a skeinsuit and an inertia screen are used together, damage is reduced to one-fourth the amount rolled.

Ammunition compatibility Edit

The automatic pistol uses the same ammunition and magazine as the semiautomatic pistol and the rounds are the same as those used in the light hold-out pistol. Cartridges are not interchangeable with those of the heavy semiautomatic pistol, heavy hold-out pistol, semiautomatic or automatic rifle, advanced combat rifle or any kind of machine gun.

Notes & ReferencesEdit

  1. Star Frontiers Alpha Dawn Expanded Rulebook
Community content is available under CC-BY-SA unless otherwise noted.