Arc Carbine

Arc Carbine

Weapon Profile

Category
Energy
Damage
2d6 lightning
Range
Medium · 31–150 ft
Grade
I · Standard
Rarity
Common
Tier
IV · Spacefaring
Training
Energy Weapons
Cost
1800
Weight
6 lb

Without training in energy weapons, you add no proficiency bonus to attacks with this and roll them at disadvantage. Proficiency

To make: 900 gm of materials and 1 day of work, at a fabricator: a starport yard, an industrial district or a ship's machine shop. To repair: 225 gm and 1 day. Downtime

Properties

Hover or tap any of these for what it means.

  • weaponSomething you attack with. Held in a hand, and covered by a weapon proficiency.
  • ammunitionNeeds ammunition to fire, drawn from what you carry.
  • autofireCan spray an area instead of a target, spending extra ammunition to do it.

A short-barreled energy carbine that ionizes a channel through the air and sends a bolt of lightning down it. On a hit, the bolt arcs to a second target within 10 feet.

Rules

  • Arcs to a second target within 10 feet on a hit.

Grades

The same object, worked to a better standard. The grade is the rung; the bonus is what the rung is worth at the table.

  1. Grade I · Standard
  2. Grade II · Refined +1
  3. Grade III · Pristine +2
  4. Grade IV · Masterwork +3

Equipment Line

The same kit across the tiers. Later rungs replace earlier ones.

  1. Tier III Taser
  2. Tier IV Arc Carbine