Compliance Regulator (Fallout Supplement)
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PL 7 Energy Cell 1/shot Handgun (Personal Firearms Proficiency)
Damage | 1d4 | Magazine | 30 Int |
Critical | 18-20 | Size | Medium |
Damage Type | Energy or Nonlethal | Weight | 3 pounds |
Range Increment | 50 feet | Purchase DC | 6 TU/60 Caps |
Rate of Fire | S, A | Restriction | Rare, Midwest |
Description[edit]
The ultimate in pre-war nonlethal weapons, most notably used in the annexing of Canada, the compliance regulator is an electroshock energy weapon that emits a blue coiling beam for pacifying targets by stunning them with a painful paralyzing beam. However, despite being electrical in origin, it deals no additional damage to robots or power armor.
d20 Modern Rules[edit]
The weapon can deal either energy (lethal) or nonlethal damage. This decision must be made before making an attack roll.
On a successful critical hit, organic targets must make a successful Fortitude save (DC 25) or be paralyzed for 1d4+1 rounds.
The beam also instantly ignites any flammable gas it touches, in addition to materials like paper and gun powder.
Weapon Mods/Variants[edit]
Combat Sights
Damage Bonus, Energy Pistol
Extended Magazine, Energy
Recycler
Scope, Handgun
Craft/Repair[edit]
- Craft: (Parts DC: 50; Parts Used: 20; Craft DC 35; Time: 60h) The compliance regulator 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) A compliance regulator can be repaired with mechanical parts with a Repair check. Alternatively, another compliance regulator 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 stun pistols for parts if the feat is possessed.
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