Plasma Caster (Fallout Supplement)
Jump to navigation
Jump to search
PL 7 MFC 1/shot Heavy Weapon (Exotic Weapons Proficiency (Energy Weapons))
Damage | 3d12 | Magazine | 10 Int |
Critical | 20 | Size | Large |
Damage Type | Energy | Weight | 12 pounds |
Range Increment | 25 feet | Purchase DC | 525 Caps |
Rate of Fire | S | Restriction | Very Rare, West Coast |
Description[edit]
An industrial-grade plasma caster developed by Winchester Arms propels super-heated plasma down a superconducting barrel powered by Microfusion Cells.
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]
Craft/Repair[edit]
- Craft: (Parts DC: 50; Parts Used: 20; Craft DC 35; Time: 60h) The plasma caster 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: 50; Parts Used: 15; Repair DC 30; Time: 1 day) A plasma caster can be repaired with mechanical parts with a Repair check. Alternatively, another gatling laser can be used in place of parts (a Repair check is still required).
Back to Main Page → D20 Modern → Equipment
Back to Main Page → D20 Modern → Campaign Settings → Fallout → Equipment → Weapons → Energy Weapons