Refined Plasma Repeater

Refined 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
II · Refined
Rarity
Uncommon
Tier
IV · Spacefaring
Training
Energy Weapons
Cost
4300
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: 2,150 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: 538 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.
  • 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. You gain a +1 bonus to attack and damage rolls made with it. The cell contacts gold-flashed and the power bus shortened, so the weapon delivers the full charge of the cell.

Rules

  • 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