Industrial Chainsaw (3.5e Equipment)
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Industrial Chainsaw
Exotic Two-Handed Melee
Cost: | 150 gp |
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Damage (Small): | 2d8 |
Damage (Medium)1: | 2d10 |
Critical: | 19-20/x3 |
Weight2: | 15 lbs |
Type3: | Slashing |
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.
An industrial chainsaw is a large weapon that is meant to be used as a tool primarily but is extremely dangerous in the right hands. A nonproficient creature trying to wield an industrial chainsaw take an additional -4 penalty to hit as if he was wielding an improvised weapons. A chainsaw deal damage as a greaclub and it critical hit is reduced to 20/x2 if it not powered.
An industrial chainsaw requires Str 15 to wield in the first place, with a -2 penalty on attack rolls. At Str 19, the penalty to attack rolls vanishes. the industrial chainsaw is so awkward that it cannot be wielded to make attacks of opportunity.
An industrial chainsaw can be powered with the same action it would take for you to draw a weapon. Once powered it consume 1 ounce of F.U.E.L per minute, it fuel consumption double for each size category it is bigger than medium. An industrial chainsaw has a fuel canister able to hold 10 ounce of F.U.E.L. Once the industrial chainsaw run out of F.U.E.L it become depowered. Refueling an industrial chainsaw is a full-round action.
Magical industrial chainsaw do not require any F.U.E.L to work, allowing it to be powered essentially forever if the wielder wishes so.
An industrial chainsaw is capable of sawing limbs off with extreme ease, on a confirmed critical hit you can roll one more time to confirm. If you confirm again, you remove a limb of your choice (such as arms or legs, but not the head), dealing 1d4 Con damage and applying appropriate penalties for the lost limb. If the second confirmation was a natural 20, you can choose to remove the head instead.
Industrial chainsaws gain +2 on Sunder checks and treat the hardness of the object as -2 less than normal (to a minimum of 0). Any enchantment bonus grants another -1 penalty per bonus.
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