Uzi (3.5e Equipment)
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Uzi
Martial One-Handed Projectile
Cost: | 250 gp |
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Damage (Small): | 1d6 |
Damage (Medium)1: | 2d4 |
Critical: | 20/x2 |
Range Increment: | 90' |
Weight2: | 5 lbs |
Type3: | Piercing |
HP4: | 15 |
Hardness: | 15 |
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 Uzi is a mini-machine-gun that can be held in one hand, weapons used in other hands gain a -2 to attack from the kick of the gun.
Uzi Magazine: holds 20 bullets, weighing 1 lbs when full, and costs 15gp (filled).
Reloading: Can normally reload with a move action, if you have the Rapid Reload feat can reload with a swift action.
Firing an Uzi: There are three ways to fire an uzi; as an attack action, standard action or full-round action.
- Firing as an attack action expends 5 bullets and deals 2d4 damage in a 90-ft. line (by aiming straight) or a 10-ft. cone (by "mowing").
- Firing as a standard action expends 10 bullets and deals 3d6 damage either in a 90-ft. line (by aiming straight) or a 30-ft. cone (by "mowing"). Any creature caught in the area of effect may make a Reflex save against your attack roll to halve the damage dealt.
- Firing as a full-round action expends 20 bullets (full magazine), and deals 4d6 damage similar to using a standard action. However, creatures in the area of your fire must immediately make a move action at the start of their next turn to either find cover, break your line of effect to them, or escape the area of your fire. If they can't, they are dealt another 4d6 damage, Reflex half.
Can hold up to 1 uzi in each hand - but will be unable to reload. If you have the Rapid Reload feat, you can reload using a move and swift action (for both).
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