Pristine Plasma Cannon

Pristine 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
III · Pristine
Rarity
Rare
Tier
IV · Spacefaring
Training
Heavy Weapons
Cost
5600
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: 2,800 gm of materials and 25 days of work, at a fabricator: a starport yard, an industrial district or a ship's machine shop, by a crafter with Rift Affinity 3, finished with a DC 15 check. To repair: 700 gm and 7 days. 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. You gain a +2 bonus to attack and damage rolls made with it. The capacitor stack rebuilt to a matched set and the timing loop tightened, which stops the first shot of a burst arriving weaker than the rest.

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.

  1. Grade I · Standard
  2. Grade II · Refined +1
  3. Grade III · Pristine +2
  4. Grade IV · Masterwork +3