Pristine Plasma Pistol

Pristine 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
III · Pristine
Rarity
Rare
Tier
IV · Spacefaring
Training
Energy Weapons
Cost
3200
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: 1,600 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: 400 gm and 7 days. 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. 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.

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