Dustriders
Morgrim Energy Concerns (MEC) M-50-PPR Plasma Projector Repeater
Weapon
Rare
Mods
Accessories
Capacitor
Focusing Array
Grip
Sight
Magazine Size: 30 (each Burst Attack consumes 5 charges of the Power Cell)
Fire Modes: Burst (3d6 Lightning, 2d6 Fire), Single Shot (2d6 Lightning, 1d6 Fire), Plasma Vent (1d6 Lightning, 1d6 Fire x Heat charges)
Cartridge: Power Cell
Special Maneuvers
Aimed Shot - Before moving on your turn, make a single shot attack with a bonus to hit equal to double your Proficiency Bonus, dealing 2d6 Lightning damage and 1d6 Fire damage on a successful attack.
Plasma Vent - Each time you make an attack, you store a Heat charge. You can store a number of charges equal to your Proficiency Bonus. You can expend all of these Heat charges as a Bonus Action, dealing a base damage of 1d6 Lightning and 1d6 Fire damage (requiring a minimum of 1 charge) in a 15 foot half circle in front of you. For every Heat charge above 1 spent, add another 1d6 Lightning and 1d6 Fire damage to the roll. Any targets caught in 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, is ignited and burns for 1d6 Fire damage at the start of each of their turns or until the condition ends, and is pushed in a straight line away from you back to the outside edge of the half circle, and is knocked prone. On a successful save, a target only takes half 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.
Heated Plasma - Each attack you make with this weapon adds a Heat charge. You can store a number of Heat charges equal to your Proficiency Bonus. If you do not attack on one of your turns, you lose all Heat charges. You can spend your Heat charges to deal more damage with the Plasma Vent, expending all Heat charges. Alternatively add an amount of Fire damage to your damage rolls with this weapon equal to your Heat charges.
Incendiary - Targets struck with this weapon's Heat Vent 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.
Plasma Weapon - Targets hit by this weapon's 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: Uses a bonus action to fast reload (involves dropping the Power Cell to pick up later), requires a full action to reload
Jamming: On a critical failure, roll a 1D12, if it lands on a 2 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: 2-Handed
The Plasma Projector Repeater, or M-50-PPR, is a larger, rapid-fire version of the M-20-PPH, and has left its experimental phase in recent years, becoming a matured technology. It is more efficient than its small handheld counterpart, and its individual projectile damage is slightly lower, but the buildup of electrothermal energy induces mechanical stress in a lot of vehicles and hardened armor targets, not to mention heat causing things to catch on fire. It also boasts a larger heatsink and better cooling systems so it can maintain sustained fire and inflict more damage in a shorter period of time. Lastly, it boasts the ability to reload its Power Cells whereas the M-20-PPH has an integrated Power Cell.
| Type |
Damage |
Damage |
Range |
| Martial Ranged |
3d6 Lightning, 2d6 Fire (Burst) |
Lightning |
135/180 |
Weight: 12lbs