Taser
Weapon Profile
- Category
- Firearms
- Damage
- 1d4 lightning
- Range
- Close · 6–30 ft
- Handling
- Range 15 feet. Two-charge battery, replaced as a bonus action. On a hit, the target makes a Constitution saving throw (DC 12) or is Stunned until the end of its next turn.
- Grade
-
I · Standard - Rarity
-
Common - Tier
-
III · Modern - Training
- Firearms
- Cost
- 80
- Weight
- 2 lb
Without training in firearms, you add no proficiency bonus to attacks with this and roll them at disadvantage. Proficiency
To make: 40 gm of materials and 1 day of work, at a workshop with powered tools. To repair: 10 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.
- lightSmall enough for an off-hand strike as a bonus action.
- ammunitionNeeds ammunition to fire, drawn from what you carry.
- non-lethal
A two-prong electrolaser sidearm that fires a barbed pair of darts trailing a conductive filament, then dumps a calibrated current down the line. Halcyion peacekeepers carry them as the restraint option below a sidearm, and Black Meridian crews use them to take live prisoners. Range is 15 feet, and it has no effect against full powered armor. On a hit the target makes a DC 12 Constitution saving throw or is Stunned until the end of its next turn. The battery holds two charges and is replaced as a bonus action.
Rules
-
On a hit, the target makes a Constitution saving throw (DC 12) or is Stunned until the end of its next turn.
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.