Spasm Gun (Fallout Supplement)
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PL 6 SEC 1/shot Handgun (Personal Firearms Proficiency)
Damage | 2d6 | Magazine | 10 Box |
Critical | 20 | Size | Medium |
Damage Type | Electricity | Weight | 6 pounds |
Range Increment | 30 feet | Purchase DC | 12 TU/120 Caps |
Rate of Fire | S | Restriction | Uncommon, Midwest |
Description[edit]
The Spasm NeuroDisruptor is an advanced taser-like that deals more than twice the amount of damage per shot than that of a regular taser. It over-stimulates the synapses of the target and is known to cause temporary memory loss and brain damage on rare occasions in addition to frequent temporary motor-control deterioration.
d20 Modern Rules[edit]
On a successful hit, the target must make a successful Fortitude save (DC 15) or be Paralyzed for 1d6 rounds.
On a confirmed critical hit, the target must make a successful Fortitude save (DC 20) or suffer 1 point of temporary Intelligence damage.
The beam also instantly ignites any flammable gas it touches, in addition to materials like paper and gun powder.
Weapon Mods/Variants[edit]
Auto-Fire Mechanism
Combat Sights
Damage Bonus, Energy Pistol
Extended Magazine, Energy
Recycler
Scope, Handgun
Craft/Repair[edit]
- Craft: (Parts DC: 50; Parts Used: 20; Craft DC 35; Time: 60h) The spasm gun 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 spasm gun can be repaired with mechanical parts with a Repair check. Alternatively, another spasm gun 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 stun guns for parts if the feat is possessed.
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