Coil-Rifle

Coil-Rifle

Weapon Profile

Category
Firearms
Damage
1d10 ballistic
Range
Long · 151–1,000 ft
Handling
Five-round magazine, reloaded as a bonus action.
Grade
I · Standard
Rarity
Common
Tier
II · Industrial
Training
Firearms
Cost
220
Weight
9 lb

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

To make: 110 gm of materials and 1 day of work, at a workshop with the right tools. To repair: 28 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.
  • two-handedBoth hands are needed to attack with it. You cannot hold anything else.
  • loadingOne shot per action, bonus action or reaction, however many attacks you have.

A long-barreled rifle that uses paired electromagnetic coils to throw a steel slug down a rifled bore. It is slower than a true railgun and quiet at standoff range, with no muzzle flash, though the whine of the capacitors charging can be heard. Standard issue for Halcyion Federation regulars on Tier II deployments. It has a five-round magazine, and reloading is a bonus action.

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