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