Player > Weapon > Range > Shobhad horizon striker, advanced
Damage: 3d4 P
Range: 120 ft.
Capacity: 2 rounds
Special: Analog, sniper (1,000 ft.), unwieldy
Refined from traditional shobhad designs stretching back to long before the Gap, a horizon striker has remarkable range.
|Shobhad horizon striker, tactical||Sniper||1||440||2d4 P||100 ft.||—||2 rounds||1||2||Analog, sniper (500 ft.), unwieldy||PWD p.194|
|Shobhad horizon striker, elite||Sniper||11||27300||6d4 P||140 ft.||—||2 rounds||1||2||Analog, sniper (1,250 ft.), unwieldy||PWD p.194|
|Shobhad horizon striker, paragon||Sniper||16||185000||8d8 P||160 ft.||—||2 rounds||1||2||Analog, sniper (1,500 ft.), unwieldy||PWD p.194|
This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. While this use of the word “analog” is not technically correct when referring to technology, use of the term in this way has become common throughout the Pact Worlds.
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.