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.
Equipment Line
The same kit across the tiers. Later rungs replace earlier ones.