Weapon Profile
- Category
- energy
- Damage
- 1d8 plasma
- Range
- near · Near at full effect; disadvantage past Near. Energy cell holds 12 shots; swap cell as a bonus action.
Special Modes
- Overcharge Lance 1 slot
As part of the Attack action, you can fire an overcharged plasma bolt. The shot deals an additional 2d6 plasma damage on a hit and ignores resistance to plasma damage. On a hit, the target also catches fire, taking 1d4 fire damage at the start of each of its turns until it or an ally uses an action to extinguish the flames.
Properties
- ammunition
- light
- energy-cell
A compact sidearm that vents a contained sliver of magnetically-bottled plasma at a target. Standard issue for Halcyion Federation officers, Aurelion sun-knights deployed off-world, and any spacefaring crew who values stopping power over ammunition mass. The bore glows faintly even at rest; the pistol hums when drawn. Wielders with Rift Affinity can route a Channel Slot through the cell to fire an Overcharge Lance shot — a momentary peeling-back of the containment field that lances through cover and ignites whatever it touches.