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Player > Weapon > Range > Minelayer, platoon
Level: 13
Price: 51400
Damage: —
Range: 60 ft.
Critical: —
Capacity: 16 grenades
Usage: 1
Bulk: 2
Special: Mine
A specialized form of grenade launcher, a minelayer surrounds its ordnance with a cushioning magnetic field. Grenades must be loaded into a minelayer individually, and a user can decide which grenade to fire with each shot. A merc minelayer holds up to 8 grenades at once, a squad model holds 12, a platoon version can carry up to 16, and the command minelayer can hold an impressive 20 grenades.
Two-handed Weapons | Type | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|---|---|---|
Minelayer, merc | Heavy | 3 | 1470 | — | 40 ft. | — | 8 grenades | 1 | 2 | Mine | ARM p.53 |
Minelayer, squad | Heavy | 7 | 6930 | — | 50 ft. | — | 12 grenades | 1 | 2 | Mine | ARM p.53 |
Minelayer, platoon | Heavy | 13 | 51400 | — | 60 ft. | — | 16 grenades | 1 | 2 | Mine | ARM p.53 |
Minelayer, command | Heavy | 17 | 243000 | — | 80 ft. | — | 20 grenades | 1 | 2 | Mine | ARM p.53 |
A weapon with the mine special property is able to modify the ammunition fired from it to delay the detonation of its ordnance. Ammunition fired from this weapon (typically a grenade or mini-rocket) lands at the target grid intersection intact, detonating only when a creature moves into an adjacent square, or automatically detonating after 1d6+1 rounds have passed.
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