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Laser weapons tend to be heavier and bulkier than projectile weapons.
However, they more than make up for this with increased precision and
vast ammunition. They are also extremely expensive and prone to
overheating except in a vacuum.
Changes from Equivalent Firearm:
-
1d4 base damage die (from 1d6), but increase the damage bonus by +1
-
Base cost is equal to the calibre's recoil (as if it were a firearm)
times $1,000 instead of $100.
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Use the base recoil as the weapon‚s mass. Any modifications that affect
recoil instead affect the weapon‚s mass. If a modification increases
the recoil and the mass, use only the higher of the two increases.
-
the recoil becomes zero
-
Laser weapons can shoot out to five range increments instead of four
(doubling the maximum range)
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Heat damage rather than Piercing
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The Blast modification, instead of adding a spherical explosion, adds a
Line attack one square of the gun‚s scale wide and four long,
originating on the first target hit.
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Semi rate of fire modification for free
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Cannot take the following modifications:
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Smoothbore
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Any magazine modification
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Shotgun
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Overheating:
If a 1 is rolled to attack when firing on auto, reroll the die. Another
1 results in an overheat. An overheated laser weapon takes 1d10 rounds
without firing to cool down. Firing an overheated laser before it cools
destroys the weapon, and deals the weapon‚s damage -3 to the wielder.
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Power:
Laser weapons do not require any ammunition, but instead draw power
from a compact internal battery. The battery is roughly half the
weapon‚s weight, and takes a full-round action to remove. The battery
supplies enough power virtually forever. A laser weapon without a power
pack must be connected to a larger power source (such as a vehicle at
least 3 scales larger than the weapon) to operate.
-
Charge Circuit:
With this modification, the weapon can deliberately overcharge at low
risk. This takes a 1s action to activate, but the gun takes 5s to
charge. You can take other actions in this time. Once charged, the
weapon can remain charged for 1 minute + 1d6 rounds (rolled secretly)
before overheating. The first shot fired while charged deals +2 damage
and, if the weapon has a blast area, it boosts the area by +1 scale.
Charge circuits can be added to laser and plasma weapons, and increase
the cost and weight by +50%. Plasma weapons take quadruple the
ammunition to fire a charge shot. Charge shots cannot be fired on
automatic or burst, or with double-tap or similar ability to increase
rate of fire. The bonus from Charge Circuit does not stack with any
bonus from overcharge or hypercharge.
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