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Player > Weapon > Range > Hailcannon, absolute-zero
Level: 13
Price: 50800
Damage: 6d8 C & P
Range: 80 ft.
Critical: Staggered
Capacity: 80 charges
Usage: 5
Bulk: 2
Special: Automatic
Hailcannons use a complex integrated coolant system to generate staggering barrages of ice. Unlike with many cryo weapons, the hailcannon's prolific output and massive barrel allow the weapon to be fired in automatic mode, which can overwhelm targets. Subzero hailcannons are the standard model, and the increasing damage capacity of gelid, ultracold, absolute-zero, and clathrate hailcannons proves attractive to many who swear by such weapons.
Two-handed Weapons | Type | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|---|---|---|
Hailcannon, subzero | Heavy | 1 | 275 | 1d8 C & P | 60 ft. | Staggered | 20 charges | 2 | 2 | Automatic | ARM p.35 |
Hailcannon, gelid | Heavy | 6 | 4350 | 2d8 C & P | 60 ft. | Staggered | 40 charges | 4 | 2 | Automatic | ARM p.35 |
Hailcannon, ultracold | Heavy | 9 | 14300 | 4d8 C & P | 80 ft. | Staggered | 40 charges | 4 | 2 | Automatic | ARM p.35 |
Hailcannon, absolute-zero | Heavy | 13 | 50800 | 6d8 C & P | 80 ft. | Staggered | 80 charges | 5 | 2 | Automatic | ARM p.35 |
Hailcannon, clathrate | Heavy | 19 | 565000 | 14d8 C & P | 100 ft. | Staggered | 80 charges | 8 | 2 | Automatic | ARM p.35 |
The target must succeed at a Fortitude save or be staggered for 1 round.
You can take a single move action or standard action each round, but not both, nor can you take full actions. You can still take swift actions, but not reactions.
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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