Heavy Pistols

ME3_Acolyte_Pistol.png
Name: Acolyte
Damage: D12
Critical: x3
Str Req: +8
Rate of Fire: Simi Auto +1
Recoil: +2
Ammo Clip: 3
Range: 30

The Acolyte deals +2 extra damage against Shield HP and Barrier effects per shot (this damage is multiplied on a critical hit) but against Plating HP deals -2 damage per shot (this damage is not multiplied on a critical hit). Against Reaper units and unprotected synthetics it also deals +1 extra damage per shot (multiplied on a critical hit).
In addition, the shot’s explosion can momentarily daze the target, forcing him to make a Fortide save DC 15 or be dazed or 1 action (the target’s next action). Cumulative hits require additional saves but the daze duration does not stack.
The weapon has two major problems:
- First its shots travel somewhat slowly, and so the targets gain double movement bonus to Defense.
- The second problem is that the weapon needs to be charged before it can fire. It takes 1 action to charge the weapon. Once charged, the weapon can fire until its current Thermal Clip is exhausted or replaced, after which it must be charged once more.

ME3_Arc_Heavy_Pistol.png
Name: Arc Pistol
Damage: D6/D12
Critical: x2
Str Req: +11
Rate of Fire: Simi Auto +2
Recoil: +3
Ammo Clip: 18
Range: 30

For a more damaging blast, this weapon can be charged up. To charge the weapon, the character must spend 1 action. Once charged, the weapon deals 1d12 damage instead of 1d6 (for Medium-sized or larger characters). However, each shot consumes 3 ammo from the ammo clip, instead of just 1 when it fires charged. The charge lasts only for the next attack action.

ME3_Executioner_Pistol.png
Name: Executioner
Damage: 3D6
Critical: x3
Str Req: 12
Rate of Fire: Single Shot
Recoil: +5
Ammo Clip: 1
Range: 50

The Executioner Pistol’s shots are so powerful, they can pierce through objects as if they had the rank 1 of the Armor-Piercing Ammo power. Applying that rank to this weapon has no effect.
In addition, the Executioner Pistol deals extra +2 damage with each shot against Plating HP (multiplied on a critical hit)

ME3_N7_Eagle_Heavy_Pistol.png
Name: Eagle
Damage: 1D6
Critical: x3
Str Req: 9
Rate of Fire: Automatic +3
Recoil: +2
Ammo Clip: 18
Range: 30

The N7 Eagle shots are so powerful that on a successful critical hit, the target is pushed back 1d2 squares (5 to 10 ft) and falls prone.

ME3_Paladin_Heavy_Pistol.png
Name: Paladin
Damage: 2D6
Critical: x3
Str Req: 9
Rate of Fire: Simi Auto +1
Recoil: +2
Ammo Clip: 4
Range: 50

The M-77 Paladin deals +1 extra damage against Plating HP and against Shield HP per shot (this damage is multiplied on a critical hit).

ME3_Phalanx_Heavy_Pistol.png
Name: Phalanx
Damage: 1D6
Critical: x2
Str Req: +8
Rate of Fire: Simi Auto +2
Recoil: +2
Ammo Clip: 12
Range: 30

The M-5 Phalanx was designed to break Shields so against them it deals +1 extra point of damage per shot (multiplied on a critical hit).

ME3_Predator_Heavy_Pistol.png
Name: Predator
Damage: 1D6
Critical: x2
Str Req: +7
Rate of Fire: Simi Auto +2
Recoil: +3
Ammo Clip: 15
Range: 30

ME3_Scorpion_Heavy_Pistol.png
Name: Scorpion
Damage: 1D12
Critical: x2
Str Req: 11
Rate of Fire: Simi Auto +1
Recoil: +4
Ammo Clip: 7
Range: 30

The Scorpion fires low-velocity, squash-head projectiles with a dual use. The high-explosive filler within the projectiles contains an adhesive that secures the projectile to the target on impact. When fired into a surface, it turns into a proximity mine. These projectiles have a delay of 1 action, meaning they remain inert and glued to the target or surface for 1 action. At the end of the character’s next action, they explode dealing their damage to target and 1/2 that damage to anyone adjacent to him. If used in a surface, it must attack a specific square, dealing normal damage to any creature or object in that square, and 1/2 that damage to any creature adjacent to that square.
Because the Scorpion’s projectiles travel somewhat slowly, the targets gain double movement bonus to Defense. Failing to hit the character may result on the projectile to glue itself to the surface (provided the attack’s result exceeded the square’s Defense, which is usually 5).
Also, during the delay of the projectiles, the target can spend 1 free action to remove it by making a Str check DC 12, forcing the projectile to fall on the ground in the target’s occupied square. Failure means the target could not remove the projectile.
Because of the nature of the projectiles, the weapon cannot benefit from Ammo powers.

ME3_Talon_Heavy_Pistol.png
Name: Talon
Damage: 1D12
Critical: x3
Str Req: 11
Rate of Fire: Simi Auto 2
Recoil: +3
Ammo Clip: 4
Range: 20

The M-358 Talon’s shots are so powerful they resemble a shotgun. For attacks made within range (without using range increments) the weapon deals extra +1d6 damage per shot. In addition, When used to attack a creature within range, the shots of the M-358 Talon scatter dealing damage to any creature adjacent to the target. Any creature adjacent to the target takes 1/2 total damage dealt (independent of the situation, whether they have Shield HP, Plating HP or no protection, or if they are immune to critical hits). If the adjacent creatures have some sort of cover, they are allowed a Reflex save with a DC equal to the attack result of the character (bonuses on Reflex saves due to movement or cover apply) to prevent this damage.

ME3_Carnifex_Heavy_Pistol.png
Name: Carnifex
Damage: 1D12
Critical: x3
Str Req: +9
Rate of Fire: Simi Auto +1
Recoil: +2
Ammo Clip: 6
Range: 50

The M-6 Carnifex was also designed to be most effective against Plating, dealing +1 extra damage per shot against that protection (multiplied on a critical hit).

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Heavy Pistols

Ocean of Night: Spectre's Shadow B3n8m3