Masterwork Arc Carbine
Weapon Profile
- Category
- Energy
- Damage
- 2d6 lightning
- Range
- Medium · 31–150 ft
- Grade
-
IV · Masterwork - Rarity
-
Epic - Tier
-
IV · Spacefaring - Training
- Energy Weapons
- Cost
- 9800
- 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: 4,900 gm of materials and 50 days of work, at a fabricator: a starport yard, an industrial district or a ship's machine shop, by a crafter with Rift Affinity 4, finished with a DC 20 check. To repair: 1,225 gm and 13 days. 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. You gain a +3 bonus to attack and damage rolls made with it. It runs its emitter past the rated ceiling, because the heat path was designed for it.
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.