Rail Lance

Rail Lance

Weapon Profile

Category
Exotic
Damage
2d12 kinetic
Range
Extreme · 1,001 ft and beyond
Handling
Ignores half and three-quarters cover.
Grade
I · Standard
Rarity
Common
Tier
IV · Spacefaring
Training
Exotic Weapons
Cost
3600
Weight
14 lb

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

To make: 1,800 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: 450 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.
  • 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.
  • loadingOne shot per action, bonus action or reaction, however many attacks you have.

A shoulder-braced coilgun that accelerates a tungsten dart past anything armor was designed around. Your attacks with it ignore half cover and three-quarters cover.

Rules

  • Ignores half and three-quarters cover.

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 III Sniper Rifle
  2. Tier IV Rail Lance
  3. Tier V Rift Lance