Plasma Pistol (D20 Modern Equipment)
From D&D Wiki
Plasma Pistol
PL 7 Covenant Empire
Superheated Plasma
A Covenant infantry firearm, carried commonly by the smaller species as well as occasional sidearms for larger species.
Handgun, light weapon (Personal Firearms Proficiency)
Damage | 2d4 | Magazine | 100% charge |
Critical | 20/x2 | Size | Small |
Damage Type | Plasma, Energy | Weight | 7.7 lbs. |
Range Increment | 30 ft. | Purchase DC | 25 |
Rate of Fire | S | Restriction | Mil (+3) |
Description[edit]
The plasma pistol fires superheated plasma. Each plasma pistol has 100% charge, and it's charge is reduced by 1/2% of it's original charge by each shot fired. A plasma pistol can fire an overcharged shot as a full-round action. This uses 15% of the pistol's charge, and deals 3d12 damage. If the overcharge state is held for a round before discharge it will use an additional 18% charge (3% per second held so 18% if held for a full round). The overcharge also grants a lock-on feature to the firing, allowing the shot to home in on a target, granting the user a +2 to ranged attacks with the shot. However, a plasma pistol cannot fire for one round after firing an overcharged shot, or after 30% of it's charge is used without a gap between shots of at least one round. A plasma pistol cannot be reloaded or recharged.
Plasma Weapons deal double damage to energy shielding, but are inherently weak versus unshielded targets. (Ex: Target has 20 points of shield, a shot is fired from a Plasma Pistol dealing 8 points of damage, shield takes 16 points. 4 shield remaining. Another shot is fired dealing 8 points against the 4 remaining, 2 points of damage are expended to deal 4 to the shield. Target takes 6 damage.)
See this page for background information.
Back to Main Page → D20 Modern → Equipment
Back to Main Page → D20 Modern → Campaign Settings → Halo → Equipment → Weapons