Refined 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
-
II · Refined - Rarity
-
Uncommon - Tier
-
IV · Spacefaring - Training
- Energy Weapons
- Cost
- 4300
- 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: 2,150 gm of materials and 10 days of work, at a fabricator: a starport yard, an industrial district or a ship's machine shop, by a crafter with Rift Affinity 2, finished with a DC 13 check. To repair: 538 gm and 3 days. 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. You gain a +1 bonus to attack and damage rolls made with it. Proof-marked at the bench by a smith who fired it and corrected it.
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.