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This page links to material presented under the Open Gaming License for use in other d20 games. Take it and enjoy! If something is listed as (protected, spoilers) that's because it is password-protected so that it doesn't ruin surprises for the players. Feel free to ask the DM for the password... if you're not a player.
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Damage |
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Range Increment |
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Medium-size |
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Plasma Rifle' |
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Ammunition |
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Energy Cell |
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Energy Cell: This small pack fits snugly into the butt of an energy weapon. It carries enough charge for fifty shots from a plasma rifle, plasma pistol, or stasis rifle, and for two shots from an antimatter rifle. Energy Cells may be themselves recharged in specially crafted recharging stations or, more crudely, by electrical magic. If a spell that causes electrical damage is cast upon an energy cell and a concentration check (DC 15) is made, every 20 points of damage done imbues the cell with enough energy for one plasma rifle shot. If a spell could inflict more than 20 points of damage, but the actual damage done is between 10 and 20 points, the cell is charged with a half-charge. If the concentration check fails, that casting does not recharge the cell; if the concentration check fails by more than 5, the cell is damaged and d10 charges are lost. If the check fails by more than 10, the cell is destroyed and discharges all remaining charges in an electrical burst of radius 10 ft. doing d6 damage for every two charges in the cell up to 10d6.
Plasma Rifle: Plasma rifles fire fifty times before they need to be reloaded and have a rate of fire equal to the attacker's number of attacks. Reloading is a standard action. It is a two-handed weapon.