Energy-loaded missile weapons convert energy directly into projectiles or other effects. In a few cases, these weapons use energy to supplement another primary projectile or effect, such as the turbow using energy to supplement the damage of its arrows.
Energy-loaded missile weapons are most commonly powered by energy cells, but can also be powered from other sources, such as onboard power systems or Electrical Generation.
The following energy-loaded missile weapons gain a +2 bonus to their damage dice when overloaded:
Name | Energy use | Damage types | Damage When Overloaded |
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70 | Electric | 1d6+2 |
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1,000 | 2d8+2 | |
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100 | Exsanguination, Disintegrate | 1d8+2 |
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150 | Light, Laser | 1d12+2 |
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350 | Fire, NonPenetrating | 1d12+2+2 |
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250 | Disintegrate | 1d10+2 |
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250 | Disintegrate | 1d12+2 |
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50 | 1d6+2 | |
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500 | Cold, NonPenetrating | 1d4+2 |
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50 | Piercing | 1d2+2 |
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500 | Light, Laser | 1d10+2 |
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400 | NonPenetrating | 0+2 |
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100 | Light, Laser | 1d10+2 |
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100 | Light, Laser | 1d12+2 |
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500 | Light, Laser | 1d12+2 |
)rondure of light | 100 | Light, Laser | 2d8+2 |
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750 | Vorpal | 2d12+2 |
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80 | Piercing | 1d2+2 |
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1,200 | Light, Laser, Normality | 1d12+2 |
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100 | Normality | 0+2 |
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5,000 | 0+2 | |
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7,500 | Disintegrate | 4d12+2 |
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102 | Light, Laser | 1d10+2 |
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100 | Light, Laser | 1d10+2 |
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100 | Light, Laser | 1d10+2 |
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1,000 | Light, Laser | 1d10+2 |
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1,000 | Plasma | 1d12+2 |
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20 | ||
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100 | Light, Laser | 1d8+2 |
The following energy-loaded missile weapons gain a different bonus to damage dice when overloaded:
Name | Energy use | Damage types | Damage When Overloaded |
---|---|---|---|
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300 | Electric, Shock | 6d4 |
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425 | Electric, Shock | 9d4 |