Plasma Glaive

Plasma Glaive

Weapon Profile

Category
Energy
Damage
2d8 plasma
Range
Melee · 0–5 ft
Handling
One power cell runs the head for six hours. Unpowered it is a glaive dealing 1d10 slashing.
Grade
I · Standard
Rarity
Common
Tier
IV · Spacefaring
Training
Energy Weapons
Cost
4100
Weight
9 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 2 days of work, at a fabricator: a starport yard, an industrial district or a ship's machine shop. To repair: 513 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.
  • heavyUnwieldy for a Small creature, which attacks with it at disadvantage.
  • reachAdds 5 feet to your reach when you attack with it.
  • two-handedBoth hands are needed to attack with it. You cannot hold anything else.
  • power-cellRuns on a charged cell. Flat, it reverts to whatever it is without power.

A glaive with a plasma emitter in the head, a containment field run down a six-foot haft and the cell at the butt for balance. It keeps the formation weapon's reach. One power cell runs the head for six hours. Unpowered it is a glaive dealing 1d10 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 Spear
  2. Tier I Javelin
  3. Tier I Pike
  4. Tier I Trident
  5. Tier I Lance
  6. Tier I Glaive
  7. Tier I Halberd
  8. Tier III Vibro-Glaive
  9. Tier IV Istryxian Bio-Lance
  10. Tier IV Creed Culler
  11. Tier IV Plasma Glaive
  12. Tier IV Plasma Poleaxe