Sentinel Beam, Minor (D20 Modern Equipment)
PL 6 Ballistic, Energy (')
Damage | 2d12 | Magazine | 100 Charge |
Critical | 20 | Size | Large |
Damage Type | Weight | 35 lbs. | |
Range Increment | 50 ft. | Purchase DC | 30 |
Rate of Fire | S, A | Restriction | Mil (+3) |
Sentinel Beam, Minor
A Sentinel Beam fires a beam of energy at a target. The sentinel Beam has 100% charge, and uses 3% of it's original charge for every shot fired, and 6% of it's original charge for every burst-shot fired. Every burst-shot counts as 2 shots fired from this weapon. The Sentinel Beam cannot be reloaded or recharged. If the sentinel beam burst-fires every round for 4 consecutive rounds, the sentinel beam overheats and cannot fire next round.
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→ Campaign Settings → Halo → Equipment → Weapons
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