AER9 Laser Rifle (Fallout Supplement)
From D&D Wiki
PL 6 MFC 1/shot Longarm (Personal Firearms Proficiency)
Damage | 2d8 | Magazine | 24 Int |
Critical | 19-20 | Size | Large |
Damage Type | Energy | Weight | 8 pounds |
Range Increment | 100 feet | Purchase DC | 200 Caps |
Rate of Fire | S, A | Restriction | Rare, East Coast/West Coast |
Description[edit]
The AER9 was not a top-of-the-line laser weapon before the war, but it was among the most durable energy weapons, resulting in it becoming the most common laser rifle throughout the wasteland. It features a titanium encased crystal array that withstood the long absence of care well, much better than the gold-plating of newer models.
d20 Modern Rules[edit]
Successful critical hits that reduce an enemy to 0 HP or below will reduce the enemy to a pile of smoking ash, but all armor, weapons, and equipment on the body remain undamaged.
The beam also instantly ignites any flammable gas it touches, in addition to materials like paper and gun powder.
Weapon Mods/Variants[edit]
Damage Bonus, Energy Rifle
Extended Magazine, Energy
Night Sight
Recycler
Scope, Rifle
Craft/Repair[edit]
- Craft: (Parts DC: 50; Parts Used: 20; Craft DC 35; Time: 60h) The AER9 laser rifle 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) An AER9 laser rifle can be repaired with mechanical parts with a Repair check. Alternatively, another AER9 laser rifle 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 other laser weapons for parts if the feat is possessed.
Back to Main Page → D20 Modern → Equipment
Back to Main Page → D20 Modern → Campaign Settings → Fallout → Equipment → Weapons → Energy Weapons → Laser Rifle