Dustriders
Morgrim Energy Concerns (MEC) M-20-PPH Plasma Projector Handgun
Weapon
Uncommon
Mods
Accessories
Capacitor
Focusing Array
Grip
Sight
Magazine Size: 30 (each Attack consumes 3 charges of the Power Cell)
Fire Modes: Single Shot, Unstable Plasma, Shock Blast
Cartridge: Power Cell
Special Maneuvers
Shock Blast - Expend 3 Power Cell charges as an Attack to hit an Unstable Plasma Sphere that is still moving. Make an attack roll against the sphere. If your combined roll with bonuses is higher than a 10, you succeed in striking the Unstable Plasma Sphere. This detonates the Unstable Plasma Sphere, dealing 6d6 Lightning damage and 2d6 Fire damage in a 20 foot radius around it. All targets caught inside the area of effect must make a Dexterity saving throw against a DC equal to 8 + your Proficiency Bonus + your Intelligence Modifier. On a failed save, a target takes the rolled damage and starts burning. On a successful save, a target only takes half the rolled damage. This also damages and destroys structures inside of its radius.
Unstable Plasma Sphere - Charge your weapon's next attack by expending 6 Power Cell charges as a Bonus Action. Your next Attack will unleash a slow moving sphere of unstable plasma up to a distance 30 feet in front of you, absent any obstacles. Otherwise, the sphere will travel the distance to the next immediate obstacle and detonate. This sphere is small, occupies a 5 foot cube, and will travel at a speed of 30 feet per turn in a straight line until it collides with something. Upon hitting an object, it unleashes a burst of plasma that deals 3d6 Lightning damage and 1d6 Fire damage in a 10 foot radius around it. All targets caught inside the area of effect must make a Dexterity saving throw against a DC equal to 8 + your Proficiency Bonus + your Intelligence Modifier. On a failed save, a target takes the rolled damage and starts burning. On a successful save, a target only takes half the rolled damage.
Special Properties
Anti-Armor - Deals unmitigated damage to vehicle internals, vehicle paneling, and constructs.
Electric Shock - Targets that have been hit with this weapon's attacks and maneuvers cannot take Reactions until the start of your next turn.
Incendiary - Targets struck with this weapon's Unstable Plasma Sphere and Shock Blast maneuver that failed their saves start Burning, taking your Proficiency Bonus in Fire damage at the start of each of their turns until the condition is ended. This will ignite any carried flammable objects as well.
Light
Plasma Weapon - Targets hit by this weapon's Single Shot attacks arc Lightning in a 5 foot radius around them, dealing your Proficiency Bonus in damage to any targets within 5 feet of the first.
Rechargeable - Expended Power Cells will recharge fully after finishing a Long Rest.
Loading: This weapon regains half of its charges on a Short Rest, and all charges on a Long Rest.
Jamming: On a critical failure, roll a 1D12, if it lands on a 4 or less, the weapon is jammed and requires a Bonus Action (D&D5E) or an action point (PF2E) to clear the jam but also does 1d4 lightning damage to the wielder on the secondary fail.
Handling: 1-Handed
The Plasma Projector Handgun, or M-20-PPH, is a weapon that can rapidly discharge projected plasma spheroids that maintain coherence for a decent distance before dissipating quickly. The weapon can 'hold' multiple charges before launching the plasma magnetically at a lower velocity and then a secondary plasma bubble with opposing charge can be used to detonate the multi-charge spheroid for a powerful blast greater than the sum of its parts. Its primary limitation is its heat capacity, needing to vent heat after just a few shots. It has an internal Power Cell instead of a replaceable one, which recharges passively.
| Type |
Damage |
Damage |
Range |
| Simple Ranged |
2d6 Lightning / 1d6 Fire |
Lightning |
60/90 |
Weight: 6lbs