Laptop Gun (3.5e Equipment)
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Laptop Gun
Exotic One-Handed Projectile
Cost: | 1000 gp |
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Damage (Small): | 1d6 |
Damage (Medium)1: | 1d8 |
Critical: | 19-20/x2 |
Range Increment: | 60' |
Weight2: | 6 lbs |
Type3: | Piercing |
HP4: | 8 |
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.
What looks to be a simple weapon turns out to be a hidden assault rifle. Used by spies, this weapon does function as a laptop but on a critical in depth view one discovers that its computer function is limited with only about 1/4th the capacity and most programs to be dummies. It gets a +20 Disguise check to appear as a laptop, or +10 if observed in depth. In depth, others may use the Program skill to oppose Disguise.
It can be converted from laptop to gun mode as a full round action, transforming it into something akin to a bullpup rifle. The weapon has a 30 bullet box magazine which can be filled up with bullet cartridges as a full round action. Because of balance issues, iterative attacks with the weapon take a -6 instead of a -5 penalty on each attack. Wielding the weapon with two hands removes this iterative penalty. It shares proficiency with the Bullpup SMG.
Those with the appropriate weapon proficiency can add their Dexterity to damage, and gains access to the following Weapon Arts:
Burst Fire: As a standard action the gun can fire a rapid burst, using 3 bullets. Roll to hit once with a -2 penalty to attack, and deal normal damage plus twice the base weapon damage sans Dexterity modifier or any other abilities such as sneak attack. For a medium gun, this is normal weapon damage plus +2d8. This bonus damage does not multiply on a critical hit.
Smart Gun: A passive ability, you assign yourself as the owner of the weapon allowing use of turret mode using your abilities, and simple identification of friend and foe with a biometric scanner. The scanner can be fooled or reprogrammed if your laptop gun is stolen, with a default DC 30 Program check (average machine without authorization) to identify yourself as the new owner.
Turret Mode: As a move action, the laptop can be dropped and turned into an autonomous turret using its memories of your firing habits and using whatever program it was assigned to last. In turret mode it takes up a 5 ft square and is immobile. Every round at the start of your turn it makes a single attack at your highest attack bonus -2 to any creatures it identifies as hostile, with normal vision and darkvision out to 60 ft. It is not capable of reloading itself. Changing what program it is on is a standard action with a DC 10 Program check if you are the owner of the weapon (see Smart Gun).
It has the following programs which it uses to identify its behavior.
- Alert Mode: The turret does not fire, but instead makes a loud sound as per the audible alarm spell. This is in combination with any of the below programs.
- All Hostiles: The turret fires on all moving targets except for its owner.
- All Non-Allies: You program the turret to recognize friendly creatures, adding them to a database. The turret fires upon all creatures not identified as friends. Identification can be as general or as detailed as desired, although only visual and audible triggers can be used. Triggers react to what appears to be the case. Disguises and illusions can fool them. Silent movement or magical silence defeats audible triggers. The turret cannot distinguish alignment, level, Hit Dice, or class except by external garb.
- All Identified Enemies: You program the turret to recognize specific targets, adding them to a database. It will only fire against these targets, with the same identification limits as All Non-Allies.
- Delayed Fire: You program the turret to demand identification with a time limit measured in rounds. If the qualifying action or request is not fulfilled by the time the countdown ends, it begins with one of its other modes (alert, all hostile, all non-ally, or all identified enemies).
Although the laptop gun is not a creature, the gun suffers from EMP Vulnerable flaw in turret mode, using the saves of its owner (if any).
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