Solar Scorcher (Fallout Supplement)
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PL 7 Solar 1/shot Handgun (Personal Firearms Proficiency)
Damage | 4d12 | Magazine | 6 Special |
Critical | 19-20 | Size | Medium |
Damage Type | Energy | Weight | 5 pounds |
Range Increment | 40 feet | Purchase DC | 22 TU/220 Caps |
Rate of Fire | S | Restriction | Very Rare, West Coast |
Description[edit]
Solar scorchers are very rare laser pistols that utilize the sun as their energy source, absorbing the light through experimental photo-electric cells. However, while powerful, it lacks range.
d20 Modern Rules[edit]
This weapon is a mastercraft weapon, thus imparting a +1 bonus to attack rolls.
While remaining in direct sunlight (outdoors at daytime), the gun does not use up any shots. It is only while indoors or at nighttime that the gun consumes its 6 charges, and cannot recharge until exposed once more to the sunlight, where it recharges at the rate of one shot per round (to a maximum of 6).
Successful critical hits that reduce an enemy to 0 HP or below will reduce the enemy to a pile of smoking ash, 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]
Beam Splitter
Combat Sights
Damage Bonus, Energy Pistol
Craft/Repair[edit]
- Craft: (Parts DC: 50; Parts Used: 20; Craft DC 35; Time: 60h) The solar scorcher 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 solar scorcher can be repaired with mechanical parts with a Repair check. Alternatively, another solar scorcher 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 laser weapons for parts if the feat is possessed.
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