Home > Rulebook > Equipment > Magi-Tech & Legendary Items > Magi-Tech Equipment > Mana Firearm
Magi-Tech Item, Weapon
Crafting Recipe: –
MP Cost/Day: 50 Properties: – Weight: 7kg Cost: C$13

This brick-like device, folds out a stock, barrel and grip with an adaptive sizing device, hosting an energy core in the receiver, the Mana Firearm features a switch which allows the weapon to swap between safety, any available fire rates and allows it to change forms on rest.

When imbued, Magi-Tech weapons receive the effects of the imbuement for 24 hours.

Pistol Form
One-Handed Ranged, Pistol
Damage: 200 (d2%) Force Critical: x5 Range: 150m
TP Cost: 0.5 Capacity: 10 Reload: 2 TP

A pistol shaped mana firearm fires a small bolt of energy as it is designed to be wielded in one hand.

Shotgun Form
Two-Handed Ranged, Shotgun
Damage: 50 (d2%) Force Critical: x3 Range: 400m
TP Cost: 1 Capacity: 6 Reload: 2 TP

The firearms barrel extends, as an arm-rest holds under it, it fires multiple small beams that enter the target.

Spread (d12) – Weapon has a high damage spread, roll a dice before attacking as shown on the weapon property (d6, d8, d12), add the result to the total damage dice rolled on the attack.

Sniper Form
Two-Handed Ranged, Sniper
Damage: 500 (d2%) Force Critical: x3 Range: 2,000m
TP Cost: 1.25 Capacity: 5 Reload: 2 TP

The barrel and stock of the weapon extends, an underbarrel bipod generates perfectly, as a holographic scope is generated on the sights of the weapon, allowing it to aim precisely and fire tracer beams at the target.

Rifle Form
Two-Handed Ranged, Rifle
Damage: 300 (d2%) Force Critical: x4 Range: 1,000m
TP Cost: 1 Capacity: 20 Reload: 2 TP

The barrel and stock extends with an underbarrel hold, allowing the user to aim and fire quickly in a semi-auto fashion.

Blaster Form
Two-Handed Ranged, Blaster
Damage: 50 Force Critical: x3 Range: 800m
TP Cost: 1 Capacity: 30 Reload: 2 TP

The barrel and stock extends, with an automatic receiver, it has an open-bolt function which allows it to fire automatic bursts of energy bolts.

Automatic (d10) – Roll a dice as listed on the damage, multiply that number by the damage itself and subtract the highest possible result from your capacity e.g. the weapon deals 50 Force damage, rolling a d10 and getting the result of 3 means the weapon deals 150 damage and subtracts 10 from the capacity

MK Bonus See Masterwork Bonus.