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Player > Weapon > Range > Staccato rifle, pulse
Level: 4
Price: 2000
Damage: 1d10 So
Range: 40 ft.
Critical: Deafen
Capacity: 40 charges
Usage: 1
Bulk: 2
Special: Automatic
A baffled tube on the underside of a staccato rifle produces and modulates discrete blasts of sonic frequencies. The rifle's unique construction enables a fully automatic mode, producing a sound like drumming. The frequencies can leave a target's auditory senses overwhelmed. Pulse staccato rifles have the shortest sonic projector for reliable repetitive shots with less power usage. Surge, drum, and hammer staccato rifles require more charge for a harder hit.
Two-handed Weapons | Type | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|---|---|---|
Staccato rifle, pulse | Longarms | 4 | 2000 | 1d10 So | 40 ft. | Deafen | 40 charges | 1 | 2 | Automatic | ARM p.51 |
Staccato rifle, surge | Longarms | 9 | 13000 | 2d10 So | 60 ft. | Deafen | 40 charges | 2 | 2 | Automatic | ARM p.51 |
Staccato rifle, drum | Longarms | 15 | 107000 | 4d10 So | 60 ft. | Deafen | 40 charges | 2 | 2 | Automatic | ARM p.51 |
Staccato rifle, hammer | Longarms | 20 | 810000 | 8d10 So | 80 ft. | Deafen | 80 charges | 4 | 2 | Automatic | ARM p.51 |
The target must succeed at a Fortitude saving throw or be deafened for 1d4 minutes.
You can't hear. You take a –4 penalty to initiative checks and opposed Perception checks, and you automatically fail Perception checks based on sound. Characters who remain deafened for a long time grow accustomed to these drawbacks and can overcome some of them.
In addition to making ranged attacks normally, a weapon with this special property can fire in fully automatic mode. No action is required to toggle a weapon between making normal ranged attacks and using automatic mode.
When you make a full attack with a weapon in automatic mode, you can attack in a cone with a range of half the weapon's range increment. This uses all the weapon's remaining ammunition. Roll one attack against each target in the cone, starting with those closest to you. Attacks made with a weapon in automatic mode can't score critical hits. Roll damage only once, and apply it to all targets struck. Each attack against an individual creature in the cone uses up the same amount of ammunition or charges as taking two shots, and once you no longer have enough ammunition to attack another target, you stop making attacks.
For example, if you were using a tactical X-gen gun with 27 rounds remaining, you would target the nearest 6 creatures in the cone and use up all 27 rounds.
If more than one creature is equidistant and you don't have enough cartridges remaining to shoot at all equidistant creatures, determine randomly which one you target. You can't avoid shooting at allies in the cone, nor can you shoot any creature more than once, even if you have enough cartridges to fire more shots than you have targets. Attacks in automatic mode take the same penalties as other full attacks.
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