Plasma Axe

Plasma Axe

Weapon Profile

Category
Energy
Damage
1d12 plasma
Range
Melee · 0–5 ft
Handling
One power cell runs the head for six hours. Unpowered it is a battleaxe dealing 1d8 slashing.
Grade
I · Standard
Rarity
Common
Tier
IV · Spacefaring
Training
Energy Weapons
Cost
3600
Weight
7 lb

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

To make: 1,800 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: 450 gm and 1 day. Downtime

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.
  • versatile (1d12)Usable in one hand or two. The die in brackets is the damage when both hands are on it.
  • power-cellRuns on a charged cell. Flat, it reverts to whatever it is without power.

A battleaxe with a plasma emitter set behind the edge of the head. The head's own mass drives the cut and the plasma sheath finishes it. Boarding crews favor it for cutting through bulkheads as well as people. One power cell runs the head for six hours. Unpowered it is a battleaxe dealing 1d8 slashing damage.

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 I Handaxe
  2. Tier I Battleaxe
  3. Tier I Greataxe
  4. Tier IV Plasma Axe