Masterwork Plasma Axe

Masterwork 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
IV · Masterwork
Rarity
Epic
Tier
IV · Spacefaring
Training
Energy Weapons
Cost
11600
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: 5,800 gm of materials and 50 days of work, at a fabricator: a starport yard, an industrial district or a ship's machine shop, by a crafter with Rift Affinity 4, finished with a DC 20 check. To repair: 1,450 gm and 13 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 +3 bonus to attack and damage rolls made with it. A one-off build with a hand-wound emitter, and the field it throws is thinner and hotter than any catalog pattern.

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