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Slugger

Exotic Weapon Slugger:-

The precursor to the far more reliable and effective Chaingun, sluggers are mostly found in out of the way outposts, or rusting in stockpiles. Many have found their way onto the black market thanks to unscrupulous quartermasters and light fingered scavengers. Its basic configuration is that of a short cylindrical casing containing the cycling barrels, and a early chaingun loading and firing breech lock mechanism that ejects the spend shells out one side and feeds the ammo belt in the other. One large pistol grip rests behind the main breech block of the weapon, and another grip bar runs along the top of the weapon allowing it to be carried less awkwardly. Despite the sluggers inherent unreliability and the expense of finding the correct ammo belts they remain a popular alternative to the ruinously expensive (and highly illegal) chaingun for private investors.

  • Damage: 2d6
  • Range: 50ft
  • Critical: x3
  • Ammo: 10 shells per belt (100+gp per belt)
  • Reload: 2 full round actions per belt [Craft: small arms DC 12]
  • Weight: 100lb. [encumbering: two handed use only]
  • Cost: special [cygnaran military stockpiles or blackmarket]
  • Special: Strafe [can make a number of attacks to an initial target and targets in adjacent squares. Allocating a number of attacks up to the users BAB and half the number of remaining shells. Each attack is at the users highest bonus, but attacks suffer a cumulative -2 for each additional attack.]
  • Unreliable: Cumulative 5% chance of a belt jam after every consecutive shot. Making only a single attack a round avoids this. As strafe effectively uses 2 rounds an attack, the chance is increased 10% per strafe attack. [belt jams require a Craft: small arms check DC 20 and a full round action to free. Every failed check ruins one remaining shell slot in the belt.]

Article #736 by TT on October 13, 2010 @ 10:32 PM

This article is categorically filed under Mundane

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