Pistols of 40K
DEATHWATCH :: Ye Olde 3.5e :: Equipment
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Pistols of 40K
Whether you move or stand still, you can fire a pistol a number of times equal to your melee attacks (yes, a full attack as a standard action). They are single-handed weapons, and tend to have poor range relative to other guns.
All pistols benefit from the Machine Spirit rule: add the wielder's BAB to the damage.
Las Pistol: 50' range, 1d8 Light damage, clip-30, crit 20/x2
Treats Armour bonus as 2 points lower (minimum 0)
*Hot-Shot Ammo: clip-1, Touch Attack, 2d8 Light damage
Hell Pistol: 50' range, 1d8 Light damage, pack-100, crit 18-20/x2 [Hell]
Plasma Pistol: 50' range, 5d6 Fire/Electricity damage, canister-10, crit 20/x2
Touch attacks [Plasma]
Auto Pistol: 50' range, 2d4 Piercing damage, clip-12, crit 19-20/x2
Ripper Pistol: 50' range, 2d4 Piercing damage plus Poison, clip-10, crit 19-20/x2
Poison: DC 20, 1d4 Con/2d6 Con
Stub Pistol: 50' range, 2d6 Bludgeoning damage, clip-8, crit 20/x3
*Manstopper Ammo: 2d8 Bludgeoning damage, DR counts double
Bolt Pistol: 50' range, 3d6 Fire/Sonic damage, clip-20, crit 19-20/x3
Inferno Pistol: 30' range, 4d8 Fire damage, canister-10, crit 20/x3
touch attacks, no regeneration [Melta]
Flame Pistol: 10' Cone of fire, 2d6 Fire damage, Ref half (DC = Attack Roll), canister-6, 20/x2
Failed save: target burns (1d6 Fire per round), ignored cover
Each extra attack merely adds +1d6 damage to the one attack.
Combi-Needler: Bolt Pistol with alternate fire: single-shot, 2d4 Piercing damage, clip-1, crit 18-20/x2, Poison: DC 20, 1d4 Dex/1d4 Con
Neural Shredder: Pistol Firearm, 20' cone, 10d6 Electricity damage, Will half. On a failed save the target is Stunned for 1 round unless immune to electricity. Canister-10.
Plasma-Flame Combi Weapon: this can be fired as a Plasma Pistol or a Hand Flamer, but not both in the same turn. Each has their canister capacity halved.
Exitus Autopistol: this functions as a clip-6 Autopistol that deals 2d6 damage per shot.
All pistols benefit from the Machine Spirit rule: add the wielder's BAB to the damage.
Las Pistol: 50' range, 1d8 Light damage, clip-30, crit 20/x2
Treats Armour bonus as 2 points lower (minimum 0)
*Hot-Shot Ammo: clip-1, Touch Attack, 2d8 Light damage
Hell Pistol: 50' range, 1d8 Light damage, pack-100, crit 18-20/x2 [Hell]
Plasma Pistol: 50' range, 5d6 Fire/Electricity damage, canister-10, crit 20/x2
Touch attacks [Plasma]
Auto Pistol: 50' range, 2d4 Piercing damage, clip-12, crit 19-20/x2
Ripper Pistol: 50' range, 2d4 Piercing damage plus Poison, clip-10, crit 19-20/x2
Poison: DC 20, 1d4 Con/2d6 Con
Stub Pistol: 50' range, 2d6 Bludgeoning damage, clip-8, crit 20/x3
*Manstopper Ammo: 2d8 Bludgeoning damage, DR counts double
Bolt Pistol: 50' range, 3d6 Fire/Sonic damage, clip-20, crit 19-20/x3
Inferno Pistol: 30' range, 4d8 Fire damage, canister-10, crit 20/x3
touch attacks, no regeneration [Melta]
Flame Pistol: 10' Cone of fire, 2d6 Fire damage, Ref half (DC = Attack Roll), canister-6, 20/x2
Failed save: target burns (1d6 Fire per round), ignored cover
Each extra attack merely adds +1d6 damage to the one attack.
Combi-Needler: Bolt Pistol with alternate fire: single-shot, 2d4 Piercing damage, clip-1, crit 18-20/x2, Poison: DC 20, 1d4 Dex/1d4 Con
Neural Shredder: Pistol Firearm, 20' cone, 10d6 Electricity damage, Will half. On a failed save the target is Stunned for 1 round unless immune to electricity. Canister-10.
Plasma-Flame Combi Weapon: this can be fired as a Plasma Pistol or a Hand Flamer, but not both in the same turn. Each has their canister capacity halved.
Exitus Autopistol: this functions as a clip-6 Autopistol that deals 2d6 damage per shot.
DEATHWATCH :: Ye Olde 3.5e :: Equipment
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