Assault Rifle (3.5e Equipment)

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Author: Foxwarrior (talk)
Date Created: 3/19/11
Status: Just started
Editing: Clarity edits only please
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Assault Rifle

Simple One-Handed Projectile

Cost: 700 gp
Damage (Small): 1d8
Damage (Medium)1: 2d6
Critical: 19-20/x3
Range Increment: 100'
Weight2: 10 lbs
Type3: Piercing
HP4: 6
Hardness: 5

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.

Technically One-Handed -4: If not held in two hands, the firer suffers a -4 penalty to hit.

Long Range: Beyond the first three increments, the length of each increment is increased to 1000'.

Automatic Fire: Whenever the Assault Rifle could be used to make an attack, it can instead be used to make two attacks, at a -4 penalty to each.

Spray and Pray: As a full-round action, if the Assault Rifle is held in two hands, you can scatter 20 bullets in a 200' cone. Any creature in that cone must make a Reflex save (DC 1 +BAB) or get hit by a bullet and take the Assault Rifle's damage.

High Tech: The price to enchant an Assault Rifle is doubled.

Masterwork: The stats above are for a non-masterwork Assault Rifle, such as an AK-47. Fancier Assault Rifles are masterwork. Unfortunately, this makes them delicate, reducing their HP by 2 and Hardness by 1, and making them instantly jammed (unable to fire) by immersion in salt water, mud, sand, or similar dirty things. Unjamming a jammed Assault Rifle takes one minute.

Noisy: The Listen check DC to hear an Assault Rifle being fired is -20.

Muzzle Flash: You get an extra -10 to your Hide check to hide while firing an Assault Rifle.

Clips: Each clip costs 50 gp, weighs 2 pounds, and contains 30 shots. Reloading the Assault Rifle is a move action which provokes attacks of opportunity.

The Assault Rifle also has some equipment which only works for the Assault Rifle. As such, it is listed here.

Addon Price (gp) Weight Effect
Silencer 100 1 lb Deal -1 damage, but you may use a Move Silently check at a -10 penalty for the DC to hear it.
Hollow Point Bullets 100/clip 2 lbs/clip Deal +1 damage, but take double penalties from hardness and damage reduction.
Armor Piercing Bullets 150/clip 2 lbs/clip Deal -1 damage, but take a +7 bonus against target's Armor Class.

Back to Main Page3.5e HomebrewEquipmentModern Weapons

Foxwarrior's Homebrew (718 Articles)
AuthorFoxwarrior +
ClassProjectile +
Cost700 gp +
Critical19-20/x3 +
Damage2d6 +
Damage TypePiercing +
Hardness5 +
Hit Points6 +
Identifier3.5e Equipment +
ProficiencySimple +
Range100 +
Rated ByEiji-kun +
RatingRating Pending +
SizeOne-Handed +
TitleAssault Rifle +
Weight10 +