Plasma Rifle

Plasma Rifle

Weapon Profile

Category
Firearms
Damage
2d8 plasma
Range
Long · 151–1,000 ft
Grade
I · Standard
Rarity
Common
Tier
IV · Spacefaring
Training
Firearms
Cost
2400
Weight
9 lb

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

To make: 1,200 gm of materials and 1 day of work, at a fabricator: a starport yard, an industrial district or a ship's machine shop. To repair: 300 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.
  • ammunitionNeeds ammunition to fire, drawn from what you carry.
  • two-handedBoth hands are needed to attack with it. You cannot hold anything else.

A magnetically bottled plasma weapon with a shoulder stock and a heat sink that glows through its housing after sustained fire.

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