Dustriders
Morgrim Energy Concerns (MEC) x-M-PPC Portable Plasma Cannon
Weapon
Uncommon
Mods
Accessories
Capacitor
Focusing Array
Grip
Sight
Magazine Size: 30
Fire Modes: Accelerated Spheroid (5 Charges, 3d10 Lightning and 1d10 Fire damage), Arced Plasma (5 Charges, 3d10 Lightning and 1d10 Fire damage), Charged Spheroid, (10 Charges, 6d10 Lightning and 2d10 Fire damage)
Cartridge: Power Cell
Special Maneuvers
Accelerated Spheroid - Unleash a moderately fast moving sphere of plasma as an Attack, up to a distance of 45 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 medium, occupies a 5 foot cube, and will travel at a speed of 45 feet per turn in a straight line until it collides with something. Any targets within 15 feet while it is moving take 1d8 Lightning damage. Upon hitting an object, it unleashes a burst of plasma that deals 3d8 Lightning damage and 1d8 Fire damage in a 15 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.
Arced Plasma - Unleash a short range, uncontrolled burst of plasma as an Attack at a chosen target within 90 feet. On a successful attack, a target takes 3d8 Lightning and 1d8 Fire damage and lightning arcs to two nearby targets within 30 feet, dealing 1d8 Lightning damage to them. This attack disables Robotics for 1 turn.
Charged Spheroid - Unleash a larger, slow-moving sphere of plasma on your following turn by spending 10 Power Cell charges, an Action, and a Bonus Action. Your next attack will launch a charged plasma spheroid up to a distance of 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 medium, 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. Any targets within 15 feet while it is moving take 2d8 Lightning damage. Upon hitting an object, it unleashes a burst of plasma that deals 6d8 Lightning damage and 2d8 Fire damage in a 30 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. After firing a Charged Spheroid, you cannot fire this weapon for 1 turn. Once you have used this maneuver, you may not use it again until you finish a Short or Long rest.
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 maneuvers that failed their saves start Burning, taking 1d10 Fire damage at the start of each of their turns until the condition is ended. This will ignite any carried flammable objects as well.
Heavy
Plasma Weapon - Targets hit by this weapon's Arced Plasma attacks arc Lightning in a 15 foot radius around them, dealing your Proficiency Bonus in damage to any targets within 15 feet of the first.
Rechargeable - Expended Power Cells will recharge fully after finishing a Long Rest.
Sundering II
Vehicle-Compatible - This weapon is designed for usage with vehicles. While attached to a vehicle's turret, its effective range extends by 180 feet and its long range extends by 360 feet, and removes the once per rest usage limitation on its maneuvers. Additionally, the rate of movement for the Accelerated Spheroid and the Charged Spheroid increases to 90 ft and 45 ft per turn, respectively.
Loading: Uses an Action to reload.
Jamming: This weapon does not jam.
Handling: 2-Handed
The x-M-PPC is effectively an upscaled plasma projector gun, which serves more of an 'artillery' role, functioning similarly to the well-known Fireball spell, but with a twist. The projectile itself is carried through the air using a magnetic spheroid, which upon impact destabilizes the entire plasma bubble, creating an electrothermal explosion, possibly vaporizing targets within its radius. Along its travel path, however, its plasma will arc at nearby targets, dealing death as the bright sphere moves. The bubble does not start expanding its ionized gas until roughly 15 or so feet after it leaves the barrel of the weapon, which is a safety measure built into the projectile's design. The velocity and power of the sphere can be adjusted, with a slower moving sphere having a larger explosion radius, and a faster moving sphere reaching its target sooner with a slightly smaller explosion radius.
| Type |
Damage |
Damage |
Range |
| Martial Ranged |
3d10 Lightning / 1d10 Fire |
Lightning |
90/180 |
Weight: 42lbs