Energy-loaded missile weapons: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
mNo edit summary |
||
Line 27: | Line 27: | ||
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 |