Plasma Repeater

Plasma Repeater

Weapon Profile

Category
Energy
Damage
2d8 plasma
Range
Medium · 31–150 ft
Handling
Cycles from a cell, and reloading is a bonus action.
Grade
I · Standard
Rarity
Common
Tier
IV · Spacefaring
Training
Energy Weapons
Cost
3800
Weight
16 lb

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

To make: 1,900 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: 475 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.
  • two-handedBoth hands are needed to attack with it. You cannot hold anything else.
  • heavyUnwieldy for a Small creature, which attacks with it at disadvantage.
  • ammunitionNeeds ammunition to fire, drawn from what you carry.

A cycling plasma rifle with a heat sink where the magazine would sit on a ballistic rifle. Reloading the cell is a bonus action. You can fire a burst: make one attack roll against up to three creatures within 10 feet of each other, spending three shots. The heat sink saturates after six consecutive rounds of fire, and the weapon cannot fire again until you spend an action venting it.

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 Coil-Rifle
  2. Tier II Musket
  3. Tier III Assault Rifle
  4. Tier III Aurel Militarum Carbine
  5. Tier III Bolt-Action Rifle
  6. Tier III HDF Carbine
  7. Tier III HDF Rifle
  8. Tier IV Plasma Rifle
  9. Tier IV ESC Interdiction Carbine
  10. Tier IV Plasma Repeater
  11. Tier IV Phoenix Lance
  12. Tier IV Cessation Projector