Portable Railgun (3.5e Equipment)
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Portable Railgun
Exotic Two-Handed Projectile
Cost: | 6000 gp |
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Damage (Small): | 2d8 |
Damage (Medium)1: | 3d8 |
Critical: | x4 |
Range Increment: | 500' |
Weight2: | 70 lbs |
Type3: | Piercing |
HP4: | 10 |
Hardness: | 10 |
1. See Damage Increases by Size to calculate the damage for a weapon larger than Medium or smaller than Small.
2. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
3. When two types are given, the weapon is both types if the entry specifies "and", either type (player's choice at time of attack) if the entry specifies "or", or each end of the double weapon is a different type if the entry specifies "/".
4. The hp value given is for Medium armor, weapons, and shields. Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.
A portable railgun is a scaled down version of the siege railgun, it bulky and blocky and typically fired over the shoulder. It possess truly amazing stopping power, however is extremely difficult to use. The portable railgun require Str 15 to wield in the first place, with a -2 penalty on attack rolls. At Str 19, the penalty to attack rolls vanishes. If you fire the portable rail when your strength score is below 20, you move 10 ft. back and must make balance check DC 15 or fall prone. A nonproficient creature always count it strength as 8 points lower for the purpose of using a portable railgun and do not get a balance check to avoid falling prone after firing. A proficient creature add it dexterity modifier to the damage roll with a portable railgun.
The portable railgun ignores hardness and DR (except DR/-) and count as siege weapon. The shot is fired with extreme force, and causes a sonic boom that deafens all creatures in 5 ft of the path of the projectile for 3 rounds, DC 20 fortitude negates, the railgun has a sound shield built-in making the wielder immune to this effect. The projectile goes so fast that any shot which successfully slays a creature or destroys an object continues on to attack creatures or objects behind it, with a cumulative -4 penalty on the attack roll. On a critical threat the struck creature must make a DC 10 + 1/2 BAB + attack ability score modifier (usually Dexterity) Reflex save or fall prone.
The portable railgun fire railgun sabots and require an energy cell for each shot. It is possible to use a fusion cell instead of an energy cell, doing so allow the railgun to fire without needing the cell to be changed. The portable railgun hold a single cell and up to 50 sabots, changing the cell is a move action while changing reloading the sabot magazine is a full-round action.
A portable railgun is always a masterwork weapon.
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