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