Sentinel Beam, Major (D20 Modern Equipment)

From D&D Wiki

Jump to: navigation, search


A Sentinel Beam

PL 6 Ballistic, Energy (')

Damage 4d6 Magazine 100 Charge
Critical 20 Size Large
Damage Type Weight 35 lbs.
Range Increment 50 ft. Purchase DC 30
Rate of Fire S, A Restriction Mil (+3)

d20 Modern Rules[edit]

A Sentinel Beam fires a beam of energy at a target. The sentinel Beam has 100% charge, and uses 3% of it's original charge for every shot fired, and 6% of it's original charge for every burst-shot fired. Every burst-shot counts as 2 shots fired from this weapon. The Sentinel Beam cannot be reloaded or recharged. If the sentinel beam burst-fires every round for 4 consecutive rounds, the sentinel beam overheats and cannot fire next round.


Back to Main PageD20 ModernEquipment
Back to Main PageD20 ModernCampaign SettingsHaloEquipmentWeapons

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Halo franchise, and/or include content directly affiliated with and/or owned by Microsoft Studios. D&D Wiki neither claims nor implies any rights to Halo copyrights, trademarks, or logos, nor any owned by Microsoft Studios. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png
Home of user-generated,
homebrew pages!


Advertisements: