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October 18, 2013
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Drellewin 5-Barreled SteamGun by Blaze-Drag Drellewin 5-Barreled SteamGun by Blaze-Drag
A much more complicated and magical project than the usual fair for even Drellewin, this combines technology and magic for maximum firepower. A Decanter of Infinite Water provides water at a controllable rate that is then heated in a Cauldron of Brewing to turn a turbine to power a gatling gun at the pull of a trigger. Some of the key piping is made of adamantine, just in case, in order to handle the pressures more safely. It requires a small time to spin up, and eats through some fairly expensive ammo like nobody's business, so it's recommended that you have a a wand of abundant ammunition on hand to cast on the magazine before you get started. It's also a bit on the heavy side and is quite hard to move around while firing it, hence it's usually mounted. Most users should probably only fire it while it's mounted, but that's not really how Pathor does things.


Stats: (WIP)

(Advanced Firearm)
Cost: 40,000 G

Crafting requirements: 
[Decanter of Endless Water + Cauldron of Brewing + 5 Rifles + Raw Materials worth 2,000 G]

Weight: 80 lbs
Damage: 4d6
Capacity: 100 (In a magazine on the side of the gun)
Range: 120'
Misfire: 1-3
Special:

Automatic Weapon Quality: A weapon with the automatic weapon quality fires a burst of bullets with a single pull of the trigger, attacking all creatures in a line. This line starts from any corner of your space and extends to the limit of the weapon's range or until it strikes a barrier it cannot penetrate. When an automatic weapon attacks all creatures in a line, it makes a separate attack roll against each creature in the line. Each creature in the line can only be attacked with one bullet from each burst. Each attack roll takes a –2 penalty to account for recoil, and its attack damage cannot be modified by precision damage or damage-increasing feats such as Vital Strike. Effects that grant concealment, such as fog or smoke, or the blur, invisibility, or mirror image spells, do not foil an automatic weapon's line attack. If any of the attack rolls threaten a critical hit, confirm the critical for that attack roll alone. An automatic weapon misfires only if all of the attack rolls made misfire. A single attack with an automatic weapon fires 10 bullets. An automatic weapon cannot fire single bullets that target one creature. When taking a full-attack action with an automatic weapon, you can fire as many bursts in a round as you have attacks.

Magazine Loaded: This firearm uses a magazine that holds 100 metal cartridges. Magazines can be replaced as a swift action provided that the replacement magazine is within easy grasp. Individual magazines can have spells cast on them as if they were normal ammunition containers, separate from the firearm. 

Spin Up: The gun requires a Standard action before attacking to spin up to be ready to fire. The gun must be turned off (Free action) in order to reload it safely with a new magazine. 

Suppressing Fire: Instead of attacking normally, you can as a full-round action expend all the ammo in the magazine to make a single attack against everyone in an 60' Cone. If the magazine is not full, the attack deals half damage. If there is less than 50 rounds in the magazine, you cannot do suppressing fire.

Unwieldy: If the gun is not mounted on solid ground or otherwise braced (such as being mounted on a Wall, Wagon, or creature of Huge Size or larger), you must also make a Strength Check (DC 12) to avoid being knocked down by the recoil of the gun each round you maintain fire, and you take a -4 penalty on your attack rolls. 

To use special ammunition, (such as admantine rounds) either 50%, or all of the rounds in the magazine must be of the special ammunition, or else it will be assumed that the special rounds miss. If only 50% of the rounds are special, then they have a 50% chance of hitting any target within the attack. 

As a move action, you can pull the release valve on the Decanter, allowing you to say the command word to activate it's Geyser function as per the rules under the Decanter of Infinite Water. Doing this shuts down the minigun and stops the barrels from rotating, and it cannot be spun up again until the lever is returned to it's normal position (another move action). Activating the Decanter like this without pulling the release valve first causes the weapon to gain the broken condition.

The gun is considered a siege firearm for the purposes of enchanting.
:icontomredlion:
TomRedlion Featured By Owner Oct 19, 2013  Hobbyist Photographer
I'm pretty sure I'm plenty badass enough to make proper use of this dealer of death. Maybe even the one mounted on the dragon. But carrying it?...  Let alone restraining it once I open fire?... Besides, if I know I'm going to be going into battle, I'll have battle buddies all around me. And we probably approached the battleground in our battlewagon.

LET THE BATTLE COMMENCE!!!
Reply
:icontomredlion:
TomRedlion Featured By Owner Oct 18, 2013  Hobbyist Photographer
Mount it in the back of your wagon or on the back of a tame dragon.
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:iconblaze-drag:
Blaze-Drag Featured By Owner Oct 19, 2013
eh, just be a badass and carry it yourself. Although mounting it on a dragon is also pretty badass too...

Obviously that just means you need 2 of them.
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