Pristine ESC Interdiction Carbine

Pristine 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
III · Pristine
Rarity
Rare
Tier
IV · Spacefaring
Training
Energy Weapons
Cost
5800
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: 2,900 gm of materials and 25 days of work, at a fabricator: a starport yard, an industrial district or a ship's machine shop, by a crafter with Rift Affinity 3, finished with a DC 15 check. To repair: 725 gm and 7 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 +2 bonus to attack and damage rolls made with it. The action re-timed and the chamber reamed to a tighter tolerance.

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