Hexagun (3.5e Equipment)

From D&D Wiki

Jump to: navigation, search
Hexagun
Exotic Two-Handed Projectile
Critical: ×3
Range Increment: 60 ft.
Type: Piercing
Hardness: 10
Size Cost1 Damage Weight1 hp
Fine * 2d2 * 1
Diminutive * 2d3 * 1
Tiny * 2d4 * 2
Small 400 gp 2d8 2 lb 5
Medium 400 gp 2d10 4 lb 10
Large 500 gp 2d12 8 lb 20
Huge * 3d6 * 40
Gargantuan * 4d6 * 80
Colossal * 6d6 * 160
  1. The SRD only gives a means to determine costs and weights of weapons for Large and Small versions based on the Medium weapons. Any other supplied values are the author's best determination.

A hexagun is a revolutionary invention that allows a person to fire multiple gunshots - six to be precise - without the need to reload. However it requires constant attention to its inner workings in order to function properly everytime, as jamming and misfiring can occur if used incorrectly.

If you wield a hexagun you can choose to make one additional attack per round, with a full attack action. You make your regular attack with a -4 penalty, and the extra attack with a -8 penalty. This can stack with the Rapid Shot feat for three attacks at -6, -6 and -10 penalties.

Due to the delicacy of the mechanics involved in the manufacture of the Hexagun, an attack roll of 1 results in the firearm jamming, meaning the Hexagun will not be able to fire unless the wielder spends a full-round action removing the faulty bullet and reseting the firing mechanism. After this, the Hexagun will resume firing with one less bullet in the magazine.

To reload a Hexagun is a standard action which provokes an attack of opportunity.

Due to the complex nature of the mechanisms involved in the production of a Hexagun, it is always masterwork. This is already reflected in the price of the weapon.


Back to Main Page3.5e HomebrewEquipmentMundane Weapons

Home of user-generated,
homebrew pages!


Advertisements: