Energy-loaded missile weapons: Difference between revisions

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       CASE
       CASE
           WHEN GD.PlainName = 'arc winder'
           WHEN GD.PlainName = 'arc winder'
           THEN '{{Heart|W}}???'
           THEN '{{Heart|W}}6d4'
           WHEN GD.PlainName = 'high-voltage arc winder'
           WHEN GD.PlainName = 'high-voltage arc winder'
           THEN '{{Heart|W}}???'
           THEN '{{Heart|W}}9d4'
       END)=Damage When Overloaded
       END)=Damage When Overloaded
|where=AD.ChargeUsed IS NOT NULL AND EI.Info NOT LIKE '%EnergyAmmoLoader,,,%'
|where=AD.ChargeUsed IS NOT NULL AND EI.Info NOT LIKE '%EnergyAmmoLoader,,,%'
|format=table
|format=table
}}
}}

Revision as of 21:14, 15 November 2021

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
arc cannon 70 Electric ♥1d6+2
blast cannon 1,000 ♥2d8+2
blood-gradient hand vacuum 100 Exsanguination, Disintegrate ♥1d8+2
chain laser 150 Light, Laser ♥1d12+2
di-thermo beam 350 Fire, NonPenetrating ♥1d12+2+2
eigenpistol 250 Disintegrate ♥1d10+2
eigenrifle 250 Disintegrate ♥1d12+2
electrobow 50 ♥1d6+2
freeze ray 500 Cold, NonPenetrating ♥1d4+2
grappling gun 50 Piercing ♥1d2+2
hand rail 500 Light, Laser ♥1d10+2
hypertractor 400 NonPenetrating ♥0+2
laser pistol 100 Light, Laser ♥1d10+2
laser rifle 100 Light, Laser ♥1d12+2
light rail 500 Light, Laser ♥1d12+2
)rondure of light 100 Light, Laser ♥2d8+2
linear cannon 750 Vorpal ♥2d12+2
longreach grappling gun 80 Piercing ♥1d2+2
naser cannon 1,200 Light, Laser, Normality ♥1d12+2
normality gas pump 100 Normality ♥0+2
nullray pistol 5,000 ♥0+2
phase cannon 7,500 Disintegrate ♥4d12+2
point-defense drone 102 Light, Laser ♥1d10+2
point-defense laser 100 Light, Laser ♥1d10+2
space inverter 100 Light, Laser ♥1d10+2
spaser pistol 1,000 Light, Laser ♥1d10+2
spaser rifle 1,000 Plasma ♥1d12+2
turbow 20
vertical launcher 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
arc winder 300 Electric, Shock ♥6d4
high-voltage arc winder 425 Electric, Shock ♥9d4