Refined Plasma Rifle

Refined Plasma Rifle

Weapon Profile

Category
Firearms
Damage
2d8 plasma
Range
Long · 151–1,000 ft
Grade
II · Refined
Rarity
Uncommon
Tier
IV · Spacefaring
Training
Firearms
Cost
2900
Weight
9 lb

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

To make: 1,450 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: 363 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.
  • 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. You gain a +1 bonus to attack and damage rolls made with it. The emitter geometry was cut again by somebody who understood it, so the discharge leaves the aperture already coherent.

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