Plasma Cannon
Weapon Profile
- Category
- Heavy
- Damage
- 3d10 plasma
- Range
- Medium · 60/240 ft · to Long
- Handling
- Requires you to be in powered armor, or the weapon to be mounted on a vehicle. Energy cell holds 6 shots. Swapping the cell takes an action.
- Grade
-
I · Standard - Rarity
-
Common - Tier
-
IV · Spacefaring - Training
- Heavy Weapons
- Cost
- 3600
- Weight
- 28 lb
Without training in heavy 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
Special Modes
- Overcharge Discharge 2 slot
As part of the Attack action, you can channel Rift energy into the plasma well. The shot deals an additional 2d10 plasma damage on a hit and ignores resistance to plasma damage. After firing, the weapon cannot be fired at all for 1 minute and glows with a visible thermal bloom for that time.
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.
- powered-armor-required
A shoulder-braced plasma projector: a magnetic containment bottle, a primary capacitor bank and an aperture vent the diameter of a dinner plate. Halcyion Federation heavy infantry mount it on a powered-armor hardpoint, and Aurelion Solar Cataphracts field sun-blessed variants. You must be in powered armor to fire it, or the weapon must be mounted on a vehicle. A cell holds 6 shots and swapping it takes an action. Overcharge Discharge. As part of the Attack action, you can channel Rift energy into the plasma well. The shot deals an extra 2d10 plasma damage on a hit and ignores resistance to plasma damage. Afterward the weapon cannot be fired for 1 minute, and it glows with a visible thermal bloom for that time.
Rules
-
You must be in powered armor to fire this weapon, or it must be mounted on a vehicle.
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.