Difference between revisions of "FT15 Laser (3.5e Equipment)"

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|range=300
 
|range=300
 
|weight=20
 
|weight=20
|type=Electricity, Piercing
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|type=Electric
 
|hp=20
 
|hp=20
 
|hardness=20}}
 
|hardness=20}}
<onlyinclude>[[Summary::A high energy laser weapon.]] 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 swift action, a magazine holds 7 rounds (uses [[XK01 Clip (3.5e Equipment)|XK01]] ammo).
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<onlyinclude>[[Summary::A high energy laser weapon.]] The X13 has two different firing modes which can be changed as a swift action, a magazine holds 7 rounds (uses [[XK01 Clip (3.5e Equipment)|XK01]] ammo).
  
 
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 00:04, 25 March 2019

XK Future Equipment

Homebrew.png
Author: Franken Kesey (talk)
Date Created: 03/18/19
Status: Fin
Editing: In talk page.
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XK11 Beam Weapon

Martial Two-Handed Projectile

Cost: 1000 gp
Damage (Small): 1d6
Damage (Medium)1: 2d6
Critical:
Range Increment: 300'
Weight2: 20 lbs
Type3: Electric
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 high energy laser weapon. The X13 has two different firing modes which can be changed as a swift action, a magazine holds 7 rounds (uses XK01 ammo).

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 mode, the XK11 is fired as a full-round action as a continuous beam. 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 6 ranks craft (xeno-weapons) can craft XK11s.


Back to Main Page3.5e HomebrewEquipmentWeapons

AuthorFranken Kesey +
ClassProjectile +
Cost1000 gp +
Critical+
Damage2d6 +
Damage TypeElectric +
Hardness20 +
Hit Points20 +
Identifier3.5e Equipment +
ProficiencyMartial +
Range300 +
RatingUndiscussed +
SizeTwo-Handed +
SummaryA high energy laser weapon. +
TitleFT15 Laser +
Weight20 +