Las Weapon
A common weapon that has found its way to The North since the FSS Wolf was sent to discover what had happened to the Beagle. Agents of the FSS Wolf, which is currently in orbit over the region, have made contacts with various Thonian lords in the City of Blackmoor, Maus, and Glendower. A delegation had also ventured into the Realm of the Egg to open negotiations with a being known as 'The Egg of Coot' only to lose contact with their mothership. With the Egg's forces now suddenly emerging and using devastating Las Weaponry, the remaining delegates of the Wolf have decided to begin training selected individuals to use their technology, combining native supernatural abilities known as magic with the advanced technology of the Federation.
Las Weapons Table (5e)
| Weapon | $ | Dam | Type | Range | Prop | Wt | Reload | Notes |
|---|---|---|---|---|---|---|---|---|
| Las Pistol | 250 gp | 2d6 | Radiant | 40/120 ft. | Ammunition (power cell), Light | 2 lb. | 20 shots | Counts as a finesse weapon for effects such as Sneak Attack. |
| Las Rifle | 500 gp | 2d8 | Radiant | 80/240 ft. | Ammunition (power cell), Two-Handed | 7 lb. | 30 shots | -- |
| Heavy Las Rifle (optional) | 1,200 gp | 2d10 | Radiant | 100/300 ft. | Ammunition (large cell), Two-Handed, Loading | 15 lb. | 15 shots | Disadvantage on Stealth checks while carried (glows faintly). |
Power Cells
Las weapons draw from replaceable power cells rather than cartridges.
| Power Cell Type | Cost | Weight | Capacity |
|---|---|---|---|
| Standard Cell | 25 gp | ½ lb. | 30 shots |
| Compact Cell (Pistol) | 15 gp | ¼ lb. | 20 shots |
| Large Cell (Heavy Rifle) | 50 gp | 1 lb. | 15 shots |
A cell can be recharged in 1 hour using tinker's tools, a generator, or a lightning bolt spell (which fully recharges one depleted cell).
Attempting to overcharge a cell (using it beyond capacity) forces a DC 13 Dexterity save or the weapon becomes too hot to hold until the end of your next turn and deals 1d6 fire damage to you.
Optional Rules & Flavor
- Overcharge Shot: As an action, you can fire an overcharged beam that deals maximum damage but consumes 5 shots instead of 1. The weapon then overheats and can’t be fired again until the end of your next turn.
- Stealth Penalty: A las weapon’s muzzle flash grants disadvantage on Stealth checks in darkness for one round after firing unless the shooter is behind full cover.
- Maintenance: In dusty or humid environments, a las weapon must be cleaned daily or risk a 1-in-20 chance of a misfire (no shot, charge wasted).

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