Energy-loaded missile weapons: Difference between revisions
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Energy-loaded missile weapons are most commonly powered by [[energy cell]]s, but can also be powered from other sources, such as onboard power systems or [[Electrical Generation]]. | Energy-loaded missile weapons are most commonly powered by [[energy cell]]s, 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]]: | The following energy-loaded missile weapons gain a +2 bonus to their damage dice when [[overloaded]]: |
Revision as of 22:00, 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.
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 |
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 |