Sonic Emitter (Fallout Supplement)
PL 6 SEC Handgun (Personal Firearms Proficiency)
Damage | Magazine | 24 Int | |
Critical | 20 | Size | Medium |
Damage Type | Sonic | Weight | 2 pounds |
Range Increment | 50 feet | Purchase DC | 12 TU/12 Caps |
Rate of Fire | S | Restriction | Rare, Midwest |
Description
The sonic sound wave projecto-emitter, or sonic emitter, is an energy pistol originally developed at the Big Mountain Research and Development Center for medical purposes including spine anesthesia and biogel massages. It has since been adapted for use as a general purpose weapon, projecting sonic pulses with a variety of frequencies and lethal effects, ranging from electrocution to dismemberment to disrupting force fields. The sonic emitter is composed of a metallic tube fitted with four vacuum tubes, a housing for small energy cells, a cone-shaped muzzle and a rear-mounted oscilloscope that changes color depending on the frequency programmed into the gun.
d20 Modern Rules
This weapon is a mastercraft weapon, thus imparting a +1 bonus to attack rolls.
Shooting any non-alien force field with a sonic emitter will disable it until it is manually re-enabled.
A sonic emitter has to be programmed with a particular sound that produces a variety of interesting effects upon critical hits. Bonus damage dealt by critical hit effects is not multiplied by critical hit multipliers. Each sound costs 2 TU/20 caps and requires a Sonic Emitter to be installed on. When purchasing a Sonic Emitter, the buyer may choose which sound is installed by default. Installing a sound requires a DC 25 Computer Use skill check. Sounds are listed below.
Weapon Mods/Variants
Auto-Fire Mechanism
Combat Sights
Damage Bonus, Energy Pistol
Extended Magazine, Energy
Recycler
Scope, Handgun
- Dog's Bark (Variant): This variant deals 2d8 base damage with an additional 1d10 to robots and powered armor (excepting non-powered power armor). On a critical hit, the target must make a Strength check against the attack roll of the shooter. On success, the target is pushed back 5 feet. On failure, the target is knocked Prone. This program uses 2 SEC per shot.
- Opera Singer (Variant): This variant deals 2d8 base damage with an additional 1d10 to robots and powered armor (excepting non-powered power armor). On a critical hit, a random limb will be broken and deal an additional 1d10 damage. This program uses 1 SEC per shot.
- Revelation (Variant): This variant deals 2d6 base damage with an additional 1d10 to robots and powered armor (excepting non-powered power armor). On a critical hit, both robotic and organic enemies are Paralyzed for 1d4+1 rounds. This program uses 1 SEC per shot.
- Robo-Scorpion (Variant): This variant deals 2d10 base damage with an additional 1d10 to robots and powered armor (excepting non-powered power armor). On a critical hit, the weapon does an additional 3d6 concussion damage. This program uses 3 SEC per shot.
- Tarantula (Variant): This variant deals 2d10 base damage with an additional 1d10 to robots and powered armor (excepting non-powered power armor). On a critical hit, the target is caught on fire for 1d4+1 rounds or until flames are put out, suffering 1d6 fire damage on impact and 1d6 fire damage each additional round on fire. This program uses 3 SEC per shot.
Craft/Repair
- Craft: (Parts DC: 50; Parts Used: 20; Craft DC 35; Time: 60h) The sonic emitter 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 sonic emitter can be repaired with mechanical parts with a Repair check. Alternatively, another sonic emitter 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.
Back to Main Page → D20 Modern
→ Equipment
Back to Main Page → D20 Modern
→ Campaign Settings → Fallout → Equipment → Weapons → Energy Weapons