Enclave Plasma Pistol (Fallout Supplement)
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PL 7 SEC 2/shot Handgun (Personal Firearms Proficiency)
Damage | 2d8 | Magazine | 32 Int |
Critical | 20 | Size | Medium |
Damage Type | Energy | Weight | 3 pounds |
Range Increment | 20 feet | Purchase DC | 12 TU/120 Caps |
Rate of Fire | S | Restriction | Rare, East Coast/West Coast |
Description[edit]
Originally developed by the Enclave for use by their ground forces, the enclave semi-automatic plasma pistol slowly spread around the east and west coasts of america following the numerous defeats suffered by the once-powerful organization. Typically only found on Brotherhood of Steel knights, Enclave remnants personnel, and weapons dealers, the weapon fetches a high price on the weapons market, and more than a few caravans are known have disappeared while carrying this valuable piece of technology. Developed separately from the Glock 86 model, this plasma pistol features five tributary energy arcs connected to a central cathode, all left without the protection of an external casing. The cathode functions much like the barrel of a gun, acting as a point of focus for the electromagnetic propeller built around it, projecting a green bolt of slow-moving plasma that carries surprisingly high levels of both thermal and kinetic energies. These high energy levels are quite powerful, capable of punching through most creatures and low-level armor.
d20 Modern Rules[edit]
Successful critical hits that reduce an enemy to 0 HP or below will reduce the enemy to a pile of bubbling green goop, 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]
Combat Sights
Damage Bonus, Energy Pistol
Extended Magazine, Energy
High-Energy Ionizer
Magnetic Accelerator
Recycler
Scope, Handgun
Craft/Repair[edit]
- Craft: (Parts DC: 50; Parts Used: 20; Craft DC 35; Time: 60h) The enclave plasma pistol 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 enclave plasma pistol can be repaired with mechanical parts with a Repair check. Alternatively, another enclave plasma pistol 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 plasma weapons for parts if the feat is possessed.
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