Energy-loaded missile weapons
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 |
|---|---|---|---|
| 70 | Electric | 1d6+2 | |
| 1,000 | 2d8+2 | ||
| 100 | Exsanguination, Disintegrate | 1d8+2 | |
| 150 | Light, Laser | 1d12+2 | |
| 350 | Fire, NonPenetrating | 1d12+2+2 | |
| 250 | Disintegrate | 1d10+2 | |
| 250 | Disintegrate | 1d12+2 | |
| 50 | 1d6+2 | ||
| 500 | Cold, NonPenetrating | 1d4+2 | |
| 1,500 | Extradimensional, Laser | 0+2 | |
| 50 | Piercing | 1d2+2 | |
| 500 | Light, Laser | 1d10+2 | |
| 400 | NonPenetrating | 0+2 | |
| 100 | Light, Laser | 1d10+2 | |
| 100 | Light, Laser | 1d12+2 | |
| 500 | Light, Laser | 1d12+2 | |
| )rondure of light | 100 | Light, Laser | 2d8+2 |
| 750 | Vorpal | 2d12+2 | |
| 80 | Piercing | 1d2+2 | |
| 1,200 | Light, Laser, Normality | 1d12+2 | |
| 100 | Normality | 0+2 | |
| 5,000 | 0+2 | ||
| 7,500 | Disintegrate | 4d12+2 | |
| 102 | Light, Laser | 1d10+2 | |
| 100 | Light, Laser | 1d10+2 | |
| 100 | Light, Laser | 1d10+2 | |
| 1,000 | Light, Laser | 1d10+2 | |
| 1,000 | Plasma | 1d12+2 | |
| 20 | |||
| 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 |
|---|---|---|---|
| 300 | Electric, Shock | 6d4 | |
| 425 | Electric, Shock | 9d4 |