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Player > Weapon > Range > Gamma rifle, synchrotron
Level: 17
Price: 272000
Damage: 7d10 F
Range: 100 ft.
Critical: Irradiate
Capacity: 40 charges
Usage: 10
Bulk: 1
Special: Radioactive, sniper (1,000 ft.), unwieldy
Gamma rifles direct concentrated bursts of gamma radiation that are strong enough to overcome normal environmental protections, burning targets from a distance, though users of such weapons risk exposure to that very radiation. Many find that the destructive effects of the ray are sufficient to outweigh the risk, and targets can even be subject to radiation sickness when struck in a vital organ. Terrestrial gamma rifles and ionizing gamma rifles feed energy through a mass of radioactive material in the muzzle to produce their deadly effects. Fusion and synchrotron gamma rifles instead produce radiation in a torus near the rifle's stock, making them far more powerful, though still dangerous to the user.
Two-handed Weapons | Type | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|---|---|---|
Gamma rifle, terrestrial | Sniper | 4 | 2120 | 1d10 F | 80 ft. | Irradiate | 40 charges | 4 | 1 | Radioactive, sniper (500 ft.), unwieldy | ARM p.38 |
Gamma rifle, ionizing | Sniper | 9 | 13600 | 2d10 F | 80 ft. | Irradiate | 40 charges | 5 | 1 | Radioactive, sniper (500 ft.), unwieldy | ARM p.38 |
Gamma rifle, fusion | Sniper | 12 | 36600 | 3d10 F | 100 ft. | Irradiate | 40 charges | 8 | 1 | Radioactive, sniper (750 ft.), unwieldy | ARM p.38 |
Gamma rifle, synchrotron | Sniper | 17 | 272000 | 7d10 F | 100 ft. | Irradiate | 40 charges | 10 | 1 | Radioactive, sniper (1,000 ft.), unwieldy | ARM p.38 |
The target must succeed at a Fortitude save or contract radiation sickness (Core Rulebook 404). The DC for this disease is equal to the weapon's critical hit DC. This is considered low-level radiation, regardless of the save DC.
Weapons with the sniper special property can be fired accurately at very long ranges if aimed properly. If you aim the weapon as a move action and then fire it on the same turn, use the value listed with the sniper special property as the weapon's range increment. You can still fire a sniper weapon as normal, but it has only the range listed under its normal range entry when you do.
Weapons with the unwieldy special property are large and awkward, can't be fired without cooling down first, or are otherwise difficult to use with repeated attacks. You can't use an unwieldy weapon as part of a full attack (or any other action in which you could make multiple attacks), you can't attack with it more than once per round, and you can't use it to make an attack of opportunity.
A radioactive weapon contains unstable radioactive components. When the wielder rolls a natural 1 on an attack roll, she is exposed to dangerous radiation and must succeed at a Fortitude save or be inflicted with radiation sickness (Core Rulebook 404). (For radioactive blast weapons, the user must attempt a Fortitude save if any of the attacks are a natural 1). This is considered a low level of radiation. The DCs for this save and the disease are each equal to the weapon's critical hit DC.
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