Weapon (pistol (exandria)), common

Blasters are used to shoot Slugs with enough force for them to reach velocity and transform. Blasters can be customized with accessories to enhance the blaster's or the slinger's performance, although most slingers stick with the basic components of their chosen model and let the Slugs do the work. Blasters can be temporarily disabled, permanently damaged or destroyed by slug attacks, misfire or improper blaster modifications. When a slug is loaded into the ammo feed, they activate the fusion core where electromagnets spin a centrifuge until it reaches speed, releasing pressurized gas that then ejects the slug out of the barrel.

Blasters have 3 main components, The Base, which consists of: A Handle, a Fusion Core: an integrated power source that converts Slug Energy into fire power and a Cocking Mechanism. The Ammo Feed: a chamber where slugs are inserted. And The Barrel: which depending on style can help define the look and function of the blaster, that also comes with: Add On Rails: Used for accessories; such as scope and clip mods.

The X-Duty Takedown's are by far the modt common and most used blasters by any slinger.

Range 100/300ft.

Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.

Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.

Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.

Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.

Ammunition

All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.

THIS IS UNOFFICIAL MATERIAL

These game mechanics are usable in your campaign if your DM allows them but not refined by final game design and editing. They aren’t officially part of the Dungeons & Dragons game and aren’t permitted in D&D Adventurers League events unless otherwise stated.

Notes: Reload, Misfire

ULTRAPRIMUS1912

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