Particle Rifle

Particle Rifle

Weapon Profile

Category
Energy
Damage
2d6 force
Range
Long · 151–1,000 ft
Handling
Energy cell holds 20 shots. Swapping the cell takes an action.
Grade
I · Standard
Rarity
Common
Tier
IV · Spacefaring
Training
Energy Weapons
Cost
2800
Weight
11 lb

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

To make: 1,400 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: 350 gm and 1 day. Downtime

Special Modes

  • Coherent Beam 2 slot 2 charge

    As part of the Attack action, you can hold the trigger to fire a sustained coherent beam. Make a single attack roll against a target within range. On a hit, the beam deals normal damage and continues in a straight line. Each creature in a line behind the target out to 30 feet must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or take 2d8 force damage on a failure, half on a success.

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.
  • heavyUnwieldy for a Small creature, which attacks with it at disadvantage.
  • rift-energy-cellRuns on a rift cell rather than an ordinary one. They are not interchangeable.

A shoulder-fired heavy energy rifle that accelerates a coherent particle stream down a magnetically collimated barrel. Issued to Halcyion Federation siege specialists and Aurelion Sentinel-knights. Recoil is negligible and the report is a low sustained hum. A cell holds 20 shots and swapping it takes an action. With Rift Affinity or Engineer charges you can fire its Coherent Beam mode as part of the Attack action. On a hit the beam continues in a straight line, and each creature in the line behind the target out to 30 feet makes a Dexterity saving throw (DC 8 + your proficiency bonus + your Dexterity modifier), taking 2d8 force damage on a failure or half as much on a success.

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 IV Particle Rifle
  2. Tier IV Plasma Cannon