Adrathic Repeater (5e Equipment)

From D&D Wiki

Jump to: navigation, search
FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Warhammer 40,000 franchise, and/or include content directly affiliated with and/or owned by Games Workshop. D&D Wiki neither claims nor implies any rights to Warhammer 40,000 copyrights, trademarks, or logos, nor any owned by Games Workshop. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

Adrathic Repeater (40k)

Martial Ranged Weapons
Weapon Cost Damage Weight Properties
Adrathic Repeater (40k) Very Rare 4d8 radiant 32 lb. Ammunition (range 60/240), reload (12), burst (4), rapid (4), disintegrate, heavy, two-handed

Adrathic Weapons are fearsome direct energy weapons favored by the Adeptus Custodes, the honor guard and special forces of the Emperor in the Warhammer 40k universe. They fire powerful bolts of energy capable of ripping apart foes at a subatomic level, leaving only a burning afterimage. This is the fully automatic version of the weapon, rapidly firing bursts of energy that eat through flesh and solid metal alike.

Burst. When you would make a ranged weapon attack with a weapon with the burst property, you can instead spray a 10-foot-cube area within range with shots, consuming ammunition equal to the burst number. Each creature in the area must make a Dexterity saving throw (DC = 8 + your bonus to attacks with the weapon) or take the weapon’s normal damage. If the targeted area is beyond normal range but within long range, affected targets have advantage on the save.

Rapid. When you would make a ranged weapon attack with a weapon with the rapid property, you can instead unload on a single target, consuming ammunition equal to the rapid number. The target must make a Dexterity saving throw (DC = 8 + your bonus to attacks with the weapon). On a failed save, roll the weapon’s damage dice twice and add them together, adding relevant modifiers as normal. If the target is beyond normal range but within long range, it has advantage on the save.

Disintegrate. If this weapon's damage reduces a target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except for magic items, are reduced to a pile of fine gray dust. A disintegrated creature can be restored to life only by means of a true resurrection or a wish spell.

5.00
(one vote)

Back to Main Page5e HomebrewEquipmentWeapons

Home of user-generated,
homebrew pages!


Advertisements: