Freeze Gun (Fallout Supplement)
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|Damage Type||Cold||Weight||2 pounds|
|Range Increment||50 feet||Purchase DC||11 TU/110 Caps|
|Rate of Fire||S||Restriction||Very Rare, Midwest|
A prototype weapon constructed by highly talented technicians, the Freeze Gun works great against armored and unarmored organic enemies as well as mechanical ones since it is designed to super-freeze joints and moving parts. The Freeze Gun is not designed to kill targets outright, but rather render them immobile, giving allies uncontested freedom to deal damage. The gun works by projecting liquid nitrogen at a target, drastically lowering their temperature and freezing joints to prevent movement. The liquid nitrogen is held in three internal chambers, each holding three shots worth of liquid nitrogen. Once one is emptied, the gun automatically cycles to the next canister.
d20 Modern Rules
The Freeze Guns deals 2d8 points of cold damage per hit. A target reduced to negative hit points by the weapon instantly stabilizes. Furthermore, if the ray deals sufficient damage to reduce the target to –10 or fewer hit points, the target instead drops to –9 hit points and stabilizes automatically (in other words, targets cannot be killed directly).
On a successful critical hit that does not drop the target HP below 1, the target is Paralyzed for 1d4+1 rounds.
- Craft: (Parts DC: 50; Parts Used: 20; Craft DC 35; Time: 60h) The freeze gun 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) A freeze gun can be repaired with mechanical parts with a Repair check. Alternatively, another freeze gun 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 a cryrolator for parts if the feat is possessed.