Enclave Plasma Pistol (Fallout Supplement)

From D&D Wiki

Jump to: navigation, search
Standard

1 2 3

PL 7 SEC 2/shot Handgun (Personal Firearms Proficiency)

Damage 2d8 Magazine 32 Int
Critical 20 Size Medium
Damage Type Energy Weight 3 pounds
Range Increment 20 feet Purchase DC 12 TU/120 Caps
Rate of Fire S Restriction Rare, East Coast/West Coast

Description[edit]

Originally developed by the Enclave for use by their ground forces, the enclave semi-automatic plasma pistol slowly spread around the east and west coasts of america following the numerous defeats suffered by the once-powerful organization. Typically only found on Brotherhood of Steel knights, Enclave remnants personnel, and weapons dealers, the weapon fetches a high price on the weapons market, and more than a few caravans are known have disappeared while carrying this valuable piece of technology. Developed separately from the Glock 86 model, this plasma pistol features five tributary energy arcs connected to a central cathode, all left without the protection of an external casing. The cathode functions much like the barrel of a gun, acting as a point of focus for the electromagnetic propeller built around it, projecting a green bolt of slow-moving plasma that carries surprisingly high levels of both thermal and kinetic energies. These high energy levels are quite powerful, capable of punching through most creatures and low-level armor.

d20 Modern Rules[edit]

Successful critical hits that reduce an enemy to 0 HP or below will reduce the enemy to a pile of bubbling green goop, but all armor, weapons, and equipment on the body remain undamaged.

The beam also instantly ignites any flammable gas it touches, in addition to materials like paper and gun powder.

Weapon Mods/Variants[edit]

Combat Sights
Damage Bonus, Energy Pistol
Extended Magazine, Energy
High-Energy Ionizer
Magnetic Accelerator
Recycler
Scope, Handgun

Craft/Repair[edit]
  • Craft: (Parts DC: 50; Parts Used: 20; Craft DC 35; Time: 60h) The enclave plasma pistol can be crafted at a Weapon Crafting Table with a Craft (mechanical) skill check if the crafter possesses the schematics for it.
  • Repair: (Parts DC: 40; Parts Used: 10; Repair DC 25; Time: 10h) An enclave plasma pistol can be repaired with mechanical parts with a Repair check. Alternatively, another enclave plasma pistol can be used in place of parts (a Repair check is still required). This gun is affected by the Jury Rigging feat, and as such can use other plasma weapons for parts if the feat is possessed.



Back to Main PageD20 ModernEquipment
Back to Main PageD20 ModernCampaign SettingsFalloutEquipmentWeaponsEnergy WeaponsPlasma Pistol

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Fallout franchise, and/or include content directly affiliated with and/or owned by ZeniMax Media. D&D Wiki neither claims nor implies any rights to Fallout copyrights, trademarks, or logos, nor any owned by ZeniMax Media. 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!


admin area
Terms and Conditions for Non-Human Visitors