Player > Weapon > Range > Kalo shredder, deluge-class
Damage: 6d6 S
Range: 60 ft.
Critical: Bleed 4d4
Capacity: 36 flechettes
Special: Analog, automatic, underwater
Favored by the much-romanticized kalo hunters of Kalo-Mahoi, kalo shredders fire razor-sharp flechettes with nearly silent magnetism. The gun’s distinctive organic design is grown from magnetic coral that grants you a +2 bonus to KAC against disarm combat maneuvers.
|Kalo shredder, slipstream-class||Longarms||3||1610||1d6 S||30 ft.||Bleed 1d4||8 flechettes||1||1||Analog, automatic, underwater||PWD p.194|
|Kalo shredder, cascade-class||Longarms||7||6630||2d6 S||40 ft.||Bleed 1d6||18 flechettes||1||1||Analog, automatic, underwater||PWD p.194|
|Kalo shredder, torrent-class||Longarms||11||26700||4d6 S||40 ft.||Bleed 3d4||24 flechettes||1||1||Analog, automatic, underwater||PWD p.194|
|Kalo shredder, deluge-class||Longarms||14||74300||6d6 S||60 ft.||Bleed 4d4||36 flechettes||1||1||Analog, automatic, underwater||PWD p.194|
|Kalo shredder, monsoon-class||Longarms||17||784000||12d6 S||60 ft.||Bleed 4d6||48 flechettes||1||1||Analog, automatic, underwater||PWD p.194|
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 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.
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.
A weapon with this special property that is used underwater ignores the –2 penalty to attack rolls and deals full damage.