Short Raygun (Fallout Supplement)
PL 7 SEC 1/shot Handgun (Personal Firearms Proficiency)
Damage | 2d10 | Magazine | 14 Int |
Critical | 20 | Size | Medium |
Damage Type | Electrical | Weight | 2 pounds |
Range Increment | 50 feet | Purchase DC | 12 TU/120 Caps |
Rate of Fire | S | Restriction | Rare, Midwest |
Description
The short raygun emits a blue electric ray capable of arcing to multiple targets causing severe electrical burns. It is found in the midwest, especially the Texas area, as its place of origin is the Secret Vault under the ruins of Los Ybanez.
d20 Modern Rules
On a confirmed critical hit, all enemy creatures and NPCs within 10 feet of the target must make a Reflex save (DC equal to the attack roll of the attacker). Failure results in 2d10 (2d8 if using homemade short raygun) points of electrical damage as the ray arcs to multiple targets.
The beam also instantly ignites any flammable gas it touches, in addition to materials like paper and gun powder.
Weapon Mods/Variants
Auto-Fire Mechanism
Combat Sights
Damage Bonus, Energy Pistol
Extended Magazine, Energy
Recycler
Scope, Handgun
- Home-Made (Variant): The "garage-special" home-made short raygun is less accurate and powerful than the factory job, but still accepts weapon mods so it'll do in a pinch if you really insist on having a raygun. It only does 2d8 damage with a range of 40 feet, but costs just 10 TU/100 caps.
Craft/Repair
- Craft: (Parts DC: 50; Parts Used: 20; Craft DC 35; Time: 60h) The short raygun 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 short raygun can be repaired with mechanical parts with a Repair check. Alternatively, another short raygun 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 rayguns for parts if the feat is possessed.
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