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