Semi-Automatic: A semi-automatic weapon normally fires one shot as an attack. When taking a full-attack action with an automatic weapon, the wielder can fire as many bursts in a round as he has attacks, provided he has enough charges to make all of the attacks. A single burst with an automatic weapon consumes 10 charges. Roll to confirm each attack roll that threatens a critical hit separately. Effects that grant concealment, such as fog or smoke, or the blur, invisibility, or mirror image spells, do not affect an automatic weapon’s line attack. Each attack roll takes a -2 penalty, and its damage cannot be modified by precision damage or damage-increasing feats such as Vital Strike. Each creature in the line can be attacked with only one shot from each burst. When using an automatic weapon to attack all creatures in a line, the wielder makes a separate attack roll against each creature in the line. This line starts from any corner of the wielder’s space and extends to the limit of the weapon’s range or until it strikes a barrier it cannot penetrate. New weapon qualities are listed below.Īutomatic: This weapon can act as a semi-automatic weapon (see below), or it can fire a burst of shots with a single pull of the trigger to attack all creatures in a line. Special: This entry lists any special weapon qualities the weapon might have. Usage: This value lists the number of charges the weapon consumes from its capacity each time it is activated. Unless otherwise noted, all firearms in this chapter are treated as projectile weapons for the purpose of determining their maximum range.Ĭapacity: Unless otherwise specified, this value is the maximum number of charges the weapon can hold. Range: This lists the weapon’s range increment no listing is given for melee weapons that cannot be thrown. Most weapons list the damage dealt by Medium and Small versions of the weapon weapons with only one damage entry deal the same amount of damage regardless of size.Ĭritical: This entry lists the weapon’s critical threat range and critical damage multiplier. The type of damage dealt by the weapon is listed after the damage value. Some GMs may wish to replace Weapon Proficiency (firearms) with Weapon Proficiency (technological firearms) to further restrict access to these devices to player characters in their campaigns.ĭamage: This is the weapon’s base damage. ![]() ![]() Note that Exotic Weapon Proficiency (heavy weaponry) works similarly to Exotic Weapon Proficiency (firearms) in that it allows access to a wide range of similar weapons. If an existing weapon proficiency allows the new weapon’s use, that weapon proficiency is listed in parentheses. Proficiency: This entry lists whether the weapon is simple, martial, or exotic. Type: This indicates whether the weapon is a light, one-handed, or two-handed melee or ranged weapon. ![]() As with magic weapons, a technological weapon can be sold by PCs for half this value. Price: This is the cost (in gold pieces) to purchase the weapon if it’s available for sale.
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