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Assault Carbine
Exotic Two-Handed Projectile
Cost: | 300 gp |
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Damage (Small): | 1d6 |
Damage (Medium)1: | 1d8 |
Critical: | 20/x3 |
Range Increment: | 140' |
Weight2: | 6 lbs |
Type3: | Bludgeoning and Piercing |
HP4: | 10 |
Hardness: | 10 |
1. See Damage Increases by Size to calculate the damage for a weapon larger than Medium or smaller than Small.
2. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
3. When two types are given, the weapon is both types if the entry specifies "and", either type (player's choice at time of attack) if the entry specifies "or", or each end of the double weapon is a different type if the entry specifies "/".
4. The hp value given is for Medium armor, weapons, and shields. Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.
A fully-automatic carbine with selective fire, this weapon can be fitted with a scope or a silencer. An assault carbine holds 20 bullets, which may be reloaded as a full-round action which provokes an attack of opportunity. When wielding a Assault Carbine, a wielder with the Exotic Weapon proficiency can make an extra attack as per Rapid Shot. If the wielder has the Rapid Shot, she does not take the -2 penalty to attack rolls associated with the feat.
Those with the appropriate weapon proficiency can add their Dexterity to damage with an Assault Carbine.
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