Plasma Pistol

Plasma Pistol

Weapon Profile

Category
Energy
Damage
1d8 plasma
Range
Medium · 31–150 ft
Handling
Energy cell holds 12 shots. Swapping the cell is a bonus action.
Grade
I · Standard
Rarity
Common
Tier
IV · Spacefaring
Training
Energy Weapons
Cost
1200
Weight
3 lb

Without training in energy weapons, you add no proficiency bonus to attacks with this and roll them at disadvantage. Proficiency

To make: 600 gm of materials and 1 day of work, at a fabricator: a starport yard, an industrial district or a ship's machine shop. To repair: 150 gm and 1 day. Downtime

Special Modes

  • Overcharge Lance 1 slot

    As part of the Attack action, you can fire an overcharged plasma bolt. The shot deals an additional 2d6 plasma damage on a hit and ignores resistance to plasma damage. On a hit, the target also catches fire, taking 1d4 fire damage at the start of each of its turns until it or an ally uses an action to extinguish the flames.

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.
  • lightSmall enough for an off-hand strike as a bonus action.
  • rift-energy-cellRuns on a rift cell rather than an ordinary one. They are not interchangeable.

A compact sidearm that vents a contained sliver of magnetically bottled plasma at the target. Standard issue for Halcyion Federation officers and for Aurelion sun-knights deployed off-world. The bore glows faintly at rest. A cell holds 12 shots and swapping it is a bonus action. With Rift Affinity you can route a spell slot through the cell to fire an Overcharge Lance: the shot deals an extra 2d6 plasma damage on a hit and ignores resistance to plasma damage, and the target catches fire, taking 1d4 fire damage at the start of each of its turns until it or an ally uses an action to put it out.

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 II Flintlock Pistol
  2. Tier II Revolver
  3. Tier III Semi-Automatic Pistol
  4. Tier III HDF Handgun
  5. Tier IV Plasma Pistol