Plasma Poleaxe
Weapon Profile
- Category
- Energy
- Damage
- 2d8 plasma
- Range
- Melee · 0–5 ft
- Handling
- Reach 10 feet. One power cell runs the edge for eight hours. Without a charged cell it functions as an ordinary poleaxe and deals 1d10 slashing.
- Grade
-
I · Standard - Rarity
-
Common - Tier
-
IV · Spacefaring - Training
- Energy Weapons
- Cost
- 4400
- Weight
- 12 lb
Without training in energy weapons, you add no proficiency bonus to attacks with this and roll them at disadvantage. Proficiency
To make: 2,200 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: 550 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.
- two-handedBoth hands are needed to attack with it. You cannot hold anything else.
- reachAdds 5 feet to your reach when you attack with it.
- power-cellRuns on a charged cell. Flat, it reverts to whatever it is without power.
A Holy Knight poleaxe with a containment field cut into the head. It is the second of the commanderies' three powered patterns, alongside the greatsword and the war-hammer. Commandery doctrine holds that modern work rests on ancestral work and should look like it, so the head has the shape of their pre-industrial poleaxes. Knight Brothers who fight in ship corridors prefer it to the greatsword. It has 10-foot reach. One power cell runs the edge for eight hours. Without a charged cell it is an ordinary poleaxe 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.
Equipment Line
The same kit across the tiers. Later rungs replace earlier ones.