Plasma Rifle (D20 Modern Equipment)

From D&D Wiki
Jump to navigation Jump to search

Plasma Rifle

A Plasma Rifle

PL 7 Covenant Empire
Superheated Plasma
The primary weapon of the Covenant’s officer corps.
Longarm
(Personal Firearms Proficiency)

Damage 2d6 Magazine 100% charge
Critical 20/x2 Size Medium
Damage Type Plasma, Energy Weight 13 lbs.
Range Increment 40 ft. Purchase DC 25
Rate of Fire S, A Restriction Mil (+3)

Description[edit]

The plasma rifle fires superheated plasma. Each plasma rifle has 100% charges, and it's charge decreases by 1/4% of it's original charge by each shot fired. Using a full auto action uses 3% of the original charge. A plasma rifle overheats after using 6% of its charge without a gap of at least one round between shots. A plasma rifle cannot be reloaded or recharged.

Plasma Weapons deal double damage to energy shielding, but are inherently weak versus unshielded targets. (Ex: Target has 20 points of shield, a shot is fired from a Plasma Pistol dealing 8 points of damage, shield takes 16 points. 4 shield remaining. Another shot is fired dealing 8 points against the 4 remaining, 2 points of damage are expended to deal 4 to the shield. Target takes 6 damage.)

See this page for background information.


Back to Main PageD20 ModernEquipment
Back to Main PageD20 ModernCampaign SettingsHaloEquipmentWeapons

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Halo franchise, and/or include content directly affiliated with and/or owned by Microsoft Studios. D&D Wiki neither claims nor implies any rights to Halo copyrights, trademarks, or logos, nor any owned by Microsoft Studios. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png