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Player > Weapon > Range > Rail cannon, elite
Level: 16
Price: 176000
Damage: 8d10 P
Range: 80 ft.
Critical: Bleed 3d6
Capacity: 50 rounds
Usage: 10
Bulk: 2
Special: Line, unwieldy
Rail cannons are scaled-up versions of rail guns, and like rail guns, they use magnetic fields to rapidly accelerate ammunition. A rail cannon generates such phenomenal force that its rounds can pass entirely through multiple targets, allowing the user to hit multiple targets in a line. Tactical rail cannons are precise and effective, while advanced rail cannons offer more firepower; elite and paragon rail cannons are generally used only by heavyweapons specialists in professional military groups.
Two-handed Weapons | Type | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|---|---|---|
Rail cannon, tactical | Heavy | 3 | 1410 | 1d10 P | 60 ft. | Bleed 1d4 | 20 rounds | 5 | 2 | Line, unwieldy | ARM p.44 |
Rail cannon, advanced | Heavy | 12 | 37000 | 3d10 P | 80 ft. | Bleed 2d4 | 40 rounds | 8 | 2 | Line, unwieldy | ARM p.44 |
Rail cannon, elite | Heavy | 16 | 176000 | 8d10 P | 80 ft. | Bleed 3d6 | 50 rounds | 10 | 2 | Line, unwieldy | ARM p.44 |
Rail cannon, paragon | Heavy | 19 | 591000 | 12d10 P | 100 ft. | Bleed 4d6 | 60 rounds | 10 | 2 | Line, unwieldy | ARM p.44 |
The target gains the bleeding condition.
You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC 15 Medicine check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect.
This weapon fires a projectile in a straight line that pierces through multiple creatures or obstacles. When attacking with such a weapon, make a single attack roll and compare it to the relevant Armor Class of all creatures and objects in a line extending to the weapon's listed range increment. Roll damage only once. The weapon hits all targets with an AC equal to or lower than the attack roll. However, if an attack fails to damage a creature or obstacle hit in the line (typically due to damage reduction or hardness), the path is stopped and the attack doesn't damage creatures farther away. A line weapon can't damage targets beyond its listed range. If you score a critical hit, that effect applies only to the first target hit in the line, and you roll the critical damage separately. If multiple creatures are equally close, you choose which one takes the effects of the critical hit. A line weapon doesn't benefit from feats or abilities that increase the damage of a single attack (such as the operative's trick attack).
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.
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