Energy-loaded missile weapons: Difference between revisions
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|join on=MWD.JoinKey=GD.JoinKey,MWD.JoinKey=AD.JoinKey,MWD.JoinKey=EI.JoinKey,MWD.JoinKey=IT.JoinKey | |join on=MWD.JoinKey=GD.JoinKey,MWD.JoinKey=AD.JoinKey,MWD.JoinKey=EI.JoinKey,MWD.JoinKey=IT.JoinKey | ||
|fields= | |fields= | ||
CONCAT('{{(}}favilink id{{!}}',GD.ObjectID,'{{)}}')=Name, | |||
CONCAT(CASE | |||
WHEN GD.ObjectID = 'Naser Cannon' | |||
THEN '{{(}}favilink{{!}}galgal{{!}}possessive{{)}}' | |||
WHEN GD.ObjectID = 'LightLock' | |||
THEN '{{(}}favilink{{!}}conservator{{!}}possessive{{)}}' | |||
WHEN GD.ObjectID = 'Point-Defense Laser' | |||
THEN '{{(}}favilink{{!}}anomaly extinguisher{{!}}possessive{{)}}' | |||
ELSE '' | |||
END,'{{(}}favilink id{{!}}',GD.ObjectID,'{{)}}')=Name, | |||
AD.ChargeUsed=Energy use, | AD.ChargeUsed=Energy use, | ||
CONCAT('{{(}}#replace:',MWD.AmmoDamageTypes,'{{!}}</br>{{!}}, {{)}}')=Damage types, | CONCAT('{{(}}#replace:',MWD.AmmoDamageTypes,'{{!}}</br>{{!}}, {{)}}')=Damage types, | ||
CONCAT('{{Heart}}',IT.Damage,'+2')=Damage When Overloaded | CONCAT('{{Heart}}',IT.Damage,'+2')=Damage When Overloaded | ||
|where=AD.ChargeUsed IS NOT NULL AND EI.Info LIKE '%EnergyAmmoLoader,,,%' | |where=AD.ChargeUsed IS NOT NULL AND EI.Info LIKE '%EnergyAmmoLoader,,,%' | ||
|format=table | |format=table |
Revision as of 16:54, 8 December 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.
Overload Effects
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 |
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 |
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 |
anomaly extinguisher'spoint-defense laser | 100 | Light, Laser | 1d10+2 |
galgal'snaser cannon | 1,200 | Light, Laser, Normality | 1d12+2 |
The following energy-loaded missile weapons gain 2-3 additional 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 |