Difference between revisions of "FT15 Laser (3.5e Equipment)"
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− | |cost= | + | |cost=1500 |
− | |sdamage= | + | |sdamage=1d6 |
− | |mdamage= | + | |mdamage=2d6 |
|crit=— | |crit=— | ||
− | |range= | + | |range=300’ |
− | |weight= | + | |weight=20 |
− | |type=Piercing | + | |type=Electricity, Piercing |
− | |hp= | + | |hp=20 |
|hardness=20}} | |hardness=20}} | ||
− | <onlyinclude>[[Summary::A XK11 is a high energy laser weapon.]] The XK11 is fired as a full-round action, has no ammo, but does require a power source (thus generally crew served). The XK11 deals electricity damage to not only the final target, but everything in between. The X13 has two different firing modes which can be changed as a move action. | + | <onlyinclude>[[Summary::A XK11 is a high energy laser weapon.]] The XK11 is fired as a full-round action, has no ammo, but does require a power source (thus generally crew served). The XK11 deals electricity and piercing damage to not only the final target, but everything in between. The X13 has two different firing modes which can be changed as a move action. |
When in semi-automatic mode, the XK11 is fired as an attack action; however, all attacks after first have a -2 penalty to attack. | When in semi-automatic mode, the XK11 is fired as an attack action; however, all attacks after first have a -2 penalty to attack. |
Revision as of 11:14, 24 March 2019
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XK11 Beam Weapon
Martial Two-Handed Projectile
Cost: | 1500 gp |
---|---|
Damage (Small): | 1d6 |
Damage (Medium)1: | 2d6 |
Critical: | — |
Range Increment: | 300’' |
Weight2: | 20 lbs |
Type3: | Electricity, Piercing |
HP4: | 20 |
Hardness: | 20 |
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 XK11 is a high energy laser weapon. The XK11 is fired as a full-round action, has no ammo, but does require a power source (thus generally crew served). The XK11 deals electricity and piercing damage to not only the final target, but everything in between. The X13 has two different firing modes which can be changed as a move action.
When in semi-automatic mode, the XK11 is fired as an attack action; however, all attacks after first have a -2 penalty to attack.
When in stream fire mode, the XK11 beam weapon fires a continuous beam for 5 seconds, as a full-round action. Thus, an operator can focus it on one target or wave it striking many. This has no change in total damage, but can change number of targets. This makes it a very good defensive weapon for the back of a ship.
Craft (Xeno-): Creatures with the craft (xeno-weaponsmithing) skill can craft XK11s and their ammo.
Back to Main Page → 3.5e Homebrew → Equipment → Weapons
Author | Franken Kesey + |
Class | Projectile + |
Cost | 1500 gp + |
Critical | — + |
Damage | 2d6 + |
Damage Type | Electricity + and Piercing + |
Hardness | 20 + |
Hit Points | 20 + |
Identifier | 3.5e Equipment + |
Proficiency | Martial + |
Range | 300’ + |
Rating | Undiscussed + |
Size | Two-Handed + |
Summary | A XK11 is a high energy laser weapon. + |
Title | FT15 Laser + |
Weight | 20 + |