Refined Plasma Poleaxe

Refined 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
II · Refined
Rarity
Uncommon
Tier
IV · Spacefaring
Training
Energy Weapons
Cost
4900
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: 2,450 gm of materials and 10 days of work, at a fabricator: a starport yard, an industrial district or a ship's machine shop, by a crafter with Rift Affinity 2, finished with a DC 13 check. To repair: 613 gm and 3 days. 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. You gain a +1 bonus to attack and damage rolls made with it. The heat path re-routed away from the grip, so the weapon can be run continuously without the hand cooking.

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