XM-151 Crusher APM (Advanced Personal Minigun)
Damage: 4d8
Critical: 20
Damage Type: Ballistic
Range Increment: 100'
Rate of Fire: Automatic
Magazine: Belt
Size: Large
Weight: 45 lbs.
Purchase DC: 29
Restriction: Mil(+3)
Description
This weapon was originally designed to be used as a mounted weapon in various military vehicles. However, they were eventually modified to be used at a personal level as well. This is a weapon designed to lay waste hard and fast to a given area. It uses 5.56 rounds, which can be bought preloaded into the belts. See below for the size of the belts, Purchase DC, and weight.
These weapons are classified as being Heavy Weapon and require the Exotic Firearms Proficiency (XM-151) feat to be used properly. A character without this feat suffers a -4 penalty to all attack rolls with this weapon. Finally, The XM-151 cannot be used with Burst Fire feat.
XM-151 Ammunition Belts
500 Round Belt:
Purchase DC: 12
Weight: 25 lbs.
1000 Round Belt:
Purchase DC: 15
Weight: 40 lbs.
Use in the Field
“When you absolutely have to kill every mother in the room.”
In order to use the XM-151 you must take a move-equivalent action to activate the barrel rotation mechanisms, at which point you cannot move unless you make a DC 15 Strength check. However, even if you succeed at the check you are only able to make a 5 foot adjustment step. As a move-equivalent action you can turn off the barrel rotation mechanisms and then use the rest of your turn to move at your normal speed.
The use of the XM-151 requires a full round attack action. It uses up 50 rounds of ammunition to fire at a single target or 200 rounds when firing on an area (autofire attack). Unlike other automatic weapons the XM-151 is able to cover a somewhat larger area; instead of affecting the normal 10’x10’ area of a normal autofire attack the XM-151 covers a 15’x15’ area. Anyone in the area of effect must make a Reflex Save DC 15 or take full damage; those who make the save only take half damage.
If you use the XM-151 with the Strafe feat you can affect an area equal to four 5-foot squares long and two squares wide (effectively covering an area 20'x10').
Reloading the XM-151 requires 5 rounds, consisting of turning off the barrel rotation mechanisms, placing the weapon on the ground, removing the old belt, installing the new belt, readying the weapon and then restarting the barrel rotation mechanisms. Use of the Quick Reload feat reduces the time to reload to 3 rounds, including readying and restarting the barrel rotation mechanisms.
Optional Rules:
Critical Fumble while firing the XM-151: If a character rolls a 1 on an attack roll the character must make a DC 15 reflex save or be thrown to the ground as the M134 jams and the torque of the rotation motors sends them to the ground. If this happens the M134 must be repaired, this requires a DC 18 Repair check and takes five rounds.
Loose Cannon: If a character rolls a 2 on an attack roll the character must make a DC 14 Strength check or they lose their balance and must take a move-equivalent action to stabilize and brace themselves to use the weapon again.
To Hot to Handle: If you use the “Hot Barrels” rules located on page 127 of Ultra Modern Firearms by Green Ronin Publishing the XM-151's design allows it to fire for up to eight consecutive rounds before the barrels become overheated.
Damage: 4d8
Critical: 20
Damage Type: Ballistic
Range Increment: 100'
Rate of Fire: Automatic
Magazine: Belt
Size: Large
Weight: 45 lbs.
Purchase DC: 29
Restriction: Mil(+3)
Description
This weapon was originally designed to be used as a mounted weapon in various military vehicles. However, they were eventually modified to be used at a personal level as well. This is a weapon designed to lay waste hard and fast to a given area. It uses 5.56 rounds, which can be bought preloaded into the belts. See below for the size of the belts, Purchase DC, and weight.
These weapons are classified as being Heavy Weapon and require the Exotic Firearms Proficiency (XM-151) feat to be used properly. A character without this feat suffers a -4 penalty to all attack rolls with this weapon. Finally, The XM-151 cannot be used with Burst Fire feat.
XM-151 Ammunition Belts
500 Round Belt:
Purchase DC: 12
Weight: 25 lbs.
1000 Round Belt:
Purchase DC: 15
Weight: 40 lbs.
Use in the Field
“When you absolutely have to kill every mother in the room.”
In order to use the XM-151 you must take a move-equivalent action to activate the barrel rotation mechanisms, at which point you cannot move unless you make a DC 15 Strength check. However, even if you succeed at the check you are only able to make a 5 foot adjustment step. As a move-equivalent action you can turn off the barrel rotation mechanisms and then use the rest of your turn to move at your normal speed.
The use of the XM-151 requires a full round attack action. It uses up 50 rounds of ammunition to fire at a single target or 200 rounds when firing on an area (autofire attack). Unlike other automatic weapons the XM-151 is able to cover a somewhat larger area; instead of affecting the normal 10’x10’ area of a normal autofire attack the XM-151 covers a 15’x15’ area. Anyone in the area of effect must make a Reflex Save DC 15 or take full damage; those who make the save only take half damage.
If you use the XM-151 with the Strafe feat you can affect an area equal to four 5-foot squares long and two squares wide (effectively covering an area 20'x10').
Reloading the XM-151 requires 5 rounds, consisting of turning off the barrel rotation mechanisms, placing the weapon on the ground, removing the old belt, installing the new belt, readying the weapon and then restarting the barrel rotation mechanisms. Use of the Quick Reload feat reduces the time to reload to 3 rounds, including readying and restarting the barrel rotation mechanisms.
Optional Rules:
Critical Fumble while firing the XM-151: If a character rolls a 1 on an attack roll the character must make a DC 15 reflex save or be thrown to the ground as the M134 jams and the torque of the rotation motors sends them to the ground. If this happens the M134 must be repaired, this requires a DC 18 Repair check and takes five rounds.
Loose Cannon: If a character rolls a 2 on an attack roll the character must make a DC 14 Strength check or they lose their balance and must take a move-equivalent action to stabilize and brace themselves to use the weapon again.
To Hot to Handle: If you use the “Hot Barrels” rules located on page 127 of Ultra Modern Firearms by Green Ronin Publishing the XM-151's design allows it to fire for up to eight consecutive rounds before the barrels become overheated.
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