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Railguns use super-powered electromagnets to propel solid tungsten slugs
at tremendous velocities. This draws on a lot of power and requires an
extremely strong barrel, or opposing pressure of the magnets risks
causing the weapon to explode.
Changes from equivalent Firearm:
-
+2 base damage
-
Fires rounds of a calibre 5 times smaller, although for every other
purpose are treated as firing the original calibre of weapon.
-
Base cost is equal to the calibre's recoil (as if it were a firearm)
times $750 instead of $100.
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Always fires Tungsten Flechettes, so always have smoothbore barrels.
This results in +50% range and AP 2 rounds.
-
Power and Ammunition:
Rail weapons require both ammunition (in the form of heavy tungsten
darts) and power from internal batteries, like a laser. Firing a
railgun uses ammunition in the same way that a standard firearm does.
The weight of the power cell in addition to the moving parts of a
kinetic energy weapon increases the base weight of the weapon by +50%,
however.
-
Barrel Wear:
Standard railgun barrels are made of high-quality steel. On an attack
roll of 1, roll another d6. On another result of 1, the barrel is
damaged to the point of being unusable. Firing the weapon with a
damaged barrel destroys the weapon, and the damage -3 to the wielder.
Replacing a barrel takes twelve seconds (faster with Rapid Reload and
similar abilities). Replacement barrels cost the weapon‚s base (before
being increased by turning it into a Railgun) cost divided by 2, and
weigh 1/10
th
of the weapon‚s base weight.
-
Special Barrels:
Titanium barrels cost ten times as much, but let you reroll barrel
damage rolls. Adamantine barrels cost 250 times as much, and never
damage themselves.
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