Ultramodern5 Redux
Shift - Energy Modulator
Weapon
Rare
D&D Firearm Rules
Check Weapon Properties for Auto properties
Weapon Properties
Plasma Repeater - Auto (1d8), plasma;
1d6 fire; 150/600ft
Shock Blaster - Plasma, shotgun;
1d8 fire; 30/90ft
Electro Mortar - Direct (2d6+6), exp (5 ft.), plasma,
1d6+6 radiant; 50/200ft
Electro-Volt - Plasma, sniper (+2
1d10 fire; 200/800ft
A shift weapon is an advanced firearm that is capable of reconfiguring itself to act like other weapons.
It requires a measure of user input to accomplish this, with the rest handled by a radical internal mechanism involving the reconstruction of the device at the molecular level.
There are two types of shift weapons, the energy modulator, and the nano-modulator.
An action is required to switch modes; once set, it remains that way until given a new configuration.
Advanced Switching (6th level). The speed to switch
configuration improves to a bonus action.
ENERGY MODULATOR
This weapon can transform between the four following configurations, each one requiring different energy from the standard 80-charge capacity M-cell.
Plasma Repeater:
An autofire plasma rifle, the repeater uses one round per shot.
Shock Blaster:
This weapon acts as a shotgun and uses 5 rounds per shot.
Electro Mortar:
When configured, you can only make one Electro Mortar attack per action, no matter how many attacks you can make. It uses up 20 rounds of ammunition per shot, releasing a powerful plasma discharge that detonates into an area effect.
Electro-Volt:
This long-range sniper weapon extends the barrel to improve stability and range, using up 5 rounds of ammunition per shot.
Type |
Damage |
Damage |
Range |
Simple Ranged |
Check Description |
Other |
Check Description |
Cost: N¥ 40.000
Weight: 25lb.