Refined 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
-
II · Refined - Rarity
-
Uncommon - Tier
-
IV · Spacefaring - Training
- Energy Weapons
- Cost
- 4100
- 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: 2,050 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: 513 gm and 3 days. 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. You gain a +1 bonus to attack and damage rolls made with it. The heat path re-routed away from the grip, so the weapon can be run continuously without the hand cooking.
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.