Coilgun (3.5e Equipment)

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Author: Eiji-kun (talk)
Date Created: 12-7-15
Status: Complete
Editing: Clarity edits only please
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Exotic Two-Handed Projectile

Cost: 210 gp
Damage (Small): 1d8
Damage (Medium)1: 1d10
Critical: 19-20/x2
Range Increment: 120'
Weight2: 12 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.

Coilguns are modern rifles which do not use cartridges, but instead can fire anything metal through the power of magnetic acceleration. Coilguns run on a power source, usually a energy cell which can power a coilgun for the length of its operational capacity (added in the price above). Their versatility has found use in militaries for finding ammunition on the fly, as anything small and metal will do, but at a -2 for attack rolls and half the range. Alternatively actual intended ammo may be used. Typically it uses metal crossbow bolts but gains new abilities depending on what is used, as seen below.

Arrows/Bolts: Standard ammunition for coilguns, deals normal damage.

Buckshot and Flak: Attack becomes a 30 ft cone, with an attack roll against every target in the cone. Damage die drops down one size.

Darts: Ammunition treats range penalties as one shorter (but still capped out at x10 range). Can deal precision damage out an additional +30 ft.

Nails and Stakes: Range is cut in half. If the target is next to a wall and are struck, they must make a Reflex save (DC 10 + 1/2 BAB + Dex) or become immobilized on the wall. The stake can be removed as a move action. Regardless of the number of attacks a round, they only need to make one save a round.

Sabots: The attack benefits from the Exit Wound weapon enhancementCW. If it deals enough damage to objects to break them, the projectile continues its path as well.

Sling Bullets: Damage becomes bludgeoning damage.

A coilgun can be used as a martial weapon, but if you possess the appropriate exotic weapon proficiency you can add your Dexterity to damage with the coilgun.

In addition, you can overcharge the gun and fire it once as a full attack action. You deal damage as if you had made a full attack with the weapon (so x4 damage if you would have four attacks). The recoil forces you to make a DC 15 Strength check, or have the weapon fly out of your hands after firing. It also actively consumes a charge from its energy cell. If using a fusion cell you have no such limit.

Coilguns can hold up to 10 shots before needing to be reloaded as a move action.

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Eiji-kun's Homebrew (5170 Articles)
AuthorEiji-kun +
ClassProjectile +
Cost210 gp +
Critical19-20/x2 +
Damage1d10 +
Damage TypePiercing +
Hardness10 +
Hit Points10 +
Identifier3.5e Equipment +
ProficiencyExotic +
Range120 +
Rated ByLeziad +
RatingRating Pending +
SizeTwo-Handed +
TitleCoilgun +
Weight12 +