Assault Rifle

Assault Rifle

Weapon Profile

Category
Firearms
Damage
1d10 ballistic
Range
Medium · 100/400 ft · to Long
Handling
30-round magazine, reloaded as a bonus action.
Grade
I · Standard
Rarity
Common
Tier
III · Modern
Training
Firearms
Cost
300
Weight
8 lb

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

To make: 150 gm of materials and 1 day of work, at a workshop with powered tools. To repair: 38 gm and 1 day. Downtime

Special Modes

  • Autofire Burst

    Expend 5 rounds of ammunition to spray a 15-foot cone. Each creature in the cone makes a Dexterity saving throw (DC 14) or takes the weapon's normal damage. Targets behind half cover have advantage on the save, and full cover blocks the effect.

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.
  • two-handedBoth hands are needed to attack with it. You cannot hold anything else.
  • autofireCan spray an area instead of a target, spending extra ammunition to do it.

A selective-fire shoulder rifle with a polymer body, a detachable 30-round box magazine and a gas-operated action. General issue for Halcyion Federation marines and Aurelion line infantry on Tier III deployments, where autofire uses ammunition fast enough that supply officers track magazines by the crate. Reloading is a bonus action. Autofire Burst. You can expend 5 rounds of ammunition to spray a 15-foot cone. Each creature in the cone makes a Dexterity saving throw (DC 14) or takes the weapon's normal damage. Targets behind half cover have advantage on the save, and full cover blocks the effect.

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 II Coil-Rifle
  2. Tier II Musket
  3. Tier III Assault Rifle
  4. Tier III Aurel Militarum Carbine
  5. Tier III Bolt-Action Rifle
  6. Tier III HDF Carbine
  7. Tier III HDF Rifle
  8. Tier IV Plasma Rifle
  9. Tier IV ESC Interdiction Carbine
  10. Tier IV Plasma Repeater
  11. Tier IV Phoenix Lance
  12. Tier IV Cessation Projector