Twin Plasma cannon, [EMP]: Plasma cannons contain a significant portion of charged particles (Electrons and Ions) and generate a small EMP on impact.
Twin Plasma Cannon: After firing 3 times in total 6 times with multi-attack it needs to recharge at the nearest helipad.
Multiattack: You fire two times with Twin Plasma Cannons
Twin Plasma Cannons: Attack: +10 to hit, range 120 ft., 1 target. Hit: 20 (4d8 + 7) [Force] damage. and it deals double damage against Objects.
Twin Plasma Cannon [Lock on]: If it targets other aircraft it will lock on and it has to make a Dexterity saving throw of 14 or be hit. If it succeeds the attack misses.
Plasma cannon, EMP: Upon a hit, everything within 5 ft of the target must make a Constitution saving throw (DC equal to 12) or be stunned for 1 turn [Objects] if its infantry it will take 2d6 [lightning] damage
Quadrupleattack: You rapid-fire four attacks from the banshee
Rapid Fire: Attack: +5 to hit, range 50 ft., 1 target. Hit: 18 (1d4 + 2) [Force] damage. and it deals double damage against Aircraft.
Fighting aircraft: As a bonus action, it can take the dodge, disengage, or dash action.
Description
Experiments with recovered alien technology have allowed Nod to develop the next generation of fighting aircraft. Code-named the Banshee, this sleek craft is capable of decimating any unit or structure with its twin plasma cannons. The Banshee is a thin, compact, and very heavily armored craft. It is outfitted with powerful rapid-fire plasma cannons—also developed using knowledge gleaned from the Tacitus. The plasma cannons must be recharged at a helipad, however, so the Banshee is incapable of independent long-term operation.
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