ESC Interdiction Carbine

ESC Interdiction Carbine

Weapon Profile

Category
Energy
Damage
2d8 kinetic
Range
Medium · 120/500 ft · to Long
Handling
Fires a subsonic slug on a magnetic launch, so it is quiet at distance and leaves no muzzle signature.
Grade
I · Standard
Rarity
Common
Tier
IV · Spacefaring
Training
Energy Weapons
Cost
3800
Weight
9 lb

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

To make: 1,900 gm of materials and 2 days of work, at a fabricator: a starport yard, an industrial district or a ship's machine shop. To repair: 475 gm and 1 day. Downtime

Special Modes

  • Suppress 1 charge

    Set to disable. Damage becomes 2d8 lightning, and a creature reduced to 0 hit points is left Unconscious instead of dying.

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.
  • power-cellRuns on a charged cell. Flat, it reverts to whatever it is without power.

A magnetic carbine with no maker's mark and no serial, issued only to Echelon Interdiction Teams and not sold. It throws a subsonic slug on a magnetic launch, so it is quiet at distance and leaves no muzzle signature. Echelon's official position is that the program does not exist. Its Suppress setting deals 2d8 lightning damage and leaves a creature reduced to 0 hit points Unconscious instead of dying.

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