Circuitbreaker Pulse Pistol (Fallout Supplement)
PL 6 SEC 5/shot Handgun (Personal Firearms Proficiency)
Damage | Special | Magazine | 25 Internal |
Critical | 20 | Size | Medium |
Damage Type | Electricity | Weight | 2 pounds |
Range Increment | 50 feet | Purchase DC | 10 TU/100 Caps |
Rate of Fire | S | Restriction | Very Rare, West Coast |
Description
The Circuitbreaker is a pulse pistol prototype developed for the United States Armed Forces to combat powered armor and robots before the war. The Circuitbreaker is an electromagnetic pulse (EMP) based weapon delivering additional bonus damage to robots and those wearing power armor.
d20 Modern Rules
This weapon is a mastercraft weapon, thus imparting a +1 bonus to attack rolls.
Using the Circuitbreaker is treated as a ranged touch attack, and as such ignores Defense bonuses from armor. The Circuitbreaker only deals 1 point of electrical damage to organics (excluding those in powered armor (excepting non-powered power armor)) but deals 3d10 EMP damage to robots and 2d8 damage to organics in powered armor. This damage is multiplied on critical hits and ignores non-magical DR.
Weapon Mods/Variants
Combat Sights
Extended Magazine, Energy
Recycler
Scope, Handgun
Craft/Repair
- Craft: (Parts DC: 50; Parts Used: 20; Craft DC 35; Time: 60h) The Circuitbreaker pulse pistol 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 Circuitbreaker pulse pistol can be repaired with mechanical parts with a Repair check. Alternatively, another Circuitbreaker pulse pistol 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 pulse weapons for parts if the feat is possessed.
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