Taser

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.

  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 Taser
  2. Tier IV Arc Carbine