Handgun (3.5e Equipment)
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Handgun
Exotic Light Projectile
Cost: | 100 gp |
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Damage (Small): | 1d6 |
Damage (Medium)1: | 1d8 |
Critical: | 19-20/x2 |
Range Increment: | 50' |
Weight2: | 4 lbs |
Type3: | Piercing |
HP4: | 5 |
Hardness: | 10 |
1. See Damage Increases by Size to calculate the damage for a weapon larger than Medium or smaller than Small.
2. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
3. When two types are given, the weapon is both types if the entry specifies "and", either type (player's choice at time of attack) if the entry specifies "or", or each end of the double weapon is a different type if the entry specifies "/".
4. The hp value given is for Medium armor, weapons, and shields. Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.
The handgun covers all general small semi-automatic firearms. It can store up to 12 cartridges before needing to be reloaded as a move action.
You can shoot, but not load, a handgun with one hand at no penalty. You can shoot a handgun with each hand, but you take a penalty on attack rolls as if attacking with two light weapons.
The handgun may be used as a martial weapon, but if you have the appropriate exotic weapon proficiency, you may add your Dexterity to damage, and may reload the handgun even if your other hand isn't free.
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