Rift RifleA rift rifle doesn’t fire projectiles. Instead, dozens of sigil-covered ceramic coils fill its squat barrel. Once charged, the coils destabilize planar boundaries in a targeted area to create a small, localized teleportation field. The field affects the individual cells and chemical bonds that comprise a target’s physical form, and the weapon deals damage by violently and simultaneously teleporting these minuscule components a short but devastating distance. Source Galaxy Exploration Manual pg. 79 Level 4; Price 2,180 Hands 2; Proficiency Sniper Damage 1d10 S; Range 60 ft.; Critical Corrode 1d6 Capacity 20 charges ; Usage 4 Bulk 2; Special Force, sniper (250 ft.), unwieldy Source Galaxy Exploration Manual pg. 79 Level 9; Price 14,500 Hands 2; Proficiency Sniper Damage 3d10 S; Range 80 ft.; Critical Corrode 2d6 Capacity 20 charges ; Usage 4 Bulk 2; Special Force, sniper (400 ft.), unwieldy Source Galaxy Exploration Manual pg. 79 Level 14; Price 80,000 Hands 2; Proficiency Sniper Damage 6d10 S; Range 100 ft.; Critical Corrode 3d6 Capacity 40 charges ; Usage 5 Bulk 2; Special Force, sniper (600 ft.), unwieldy Source Galaxy Exploration Manual pg. 79 Level 19; Price 600,000 Hands 2; Proficiency Sniper Damage 11d10 S; Range 120 ft.; Critical Corrode 4d6 Capacity 80 charges ; Usage 10 Bulk 2; Special Force, sniper (800 ft.), unwieldy
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