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Effects Listing – Energy Weapons

** - All energy weapons without the Fire special weapon effect carry the Disintegration special weapon effect unless specified otherwise in a unique effect.

1 – Fire (see Special Weapon Effects). Upon firing, illuminates everything as daylight within thirty feet of its path. Can also fire flares (a miscellaneous item), which quadruples the effective range increment of the weapon, though flares can be used independently of the gun.

2 – Recharger Special: Recharges 2 shots per round. Cannot be reloaded, but never truly runs out of ammo.

3 – Trots Special: Ignore 15 DT (instead of the normal 5).

4 – Compliance Regulator Special: Shock (see Special Weapon Effects), will never disintegrate targets. On a critical success, targets are physically paralyzed for 2 rounds (12 seconds) and rendered unconscious.

5 – Scorcher Special: Recharges 1 shot per round in indirect sunlight or overcast conditions; recharges 3 shots per round in direct sunlight.

6 – Will always disintegrate an enemy on a critical hit.

7 – Energy Shotgun Special: for every range increment of distance between the target and the wielder, damage is reduced by 3 dice.

8 – Scoped (see Special Weapon Effects).

9 – MAER Special: If used with SATS or similar interfaces, grants a +10 accuracy bonus.

10 – Deals 2x as much damage to robots, computer systems, and power armor. If it deals more than 3 wounds to the housing, it will overload most spell matrices.

11 – Gauss Rifle Special - Ignores 50 DT. Shots that deal at least one wound knock down the target. Scoped (see Special Weapon Effects). As the projectiles it fires are non-magical, this weapon will never disintegrate targets.

12 – Sonic Emitter Special: Deals an additional 3d12 to robots, computer systems, and power armor. Max range at 40’. Completely ignores all armor unless it is fully sealed.

13 – Star Blaster Special: All attacks that successfully hit automatically score a critical hit. The stars guide your aim, ensuring that you will always hit a living target, even if your shot would normally miss. Something WILL die if you pull that trigger.

Cross-Listed Energy Weapon Skill Associated
Balefire Egg Launcher Big Guns
AER-20 Magical Gatling Laser Big Guns
AEP-94 Plasma Caster Big Guns
Plasma Cannon Big Guns
Celestian Axe Melee
Celestian Lance Melee
Plasma Grenade Explosives
Sparkle Grenade Explosives
Balefire Egg Explosives

 

Table XIX: Energy Weapons Cross-listed –   These weapons deal damage as energy weapons and can therefore disintegrate foes (as per the special weapon effect), but use a different skill when rolling to hit. As with all other energy weapons, these weapons will ignore 5 points of DT per hit if they use MFCs, ME-Cells, Gem Cells, or any derivatives of those ammunitions including star power cells, solar cells, and magical fusion breeders.

Small Guns (By Value) Dmg/ Shots Crit SATS Range Inc (ft) Ammo Mag Size Reload Wt Value Effect
BB Gun (mw) 3d4 x1 BB Internal
Varmint Rifle 4d6 x1 5.56mm DTM  
.22 Pistol (mw) 4d4 x3 .22 cal DTM
9mm Pistol (mw) 4d6 x1 9mm DTM  
.32 Pistol (mw) 4d4 x1 .32 cal Revolver
.357 Magnum Revolver (mw) 4d8 x2 .357 cal Revolver  
.32 Hunting Rifle (mw) 4d8 x1 .32 cal DTM  
Single Shotgun 6d10 x1 20 Gauge Breech
Zebra Pistol (mw) 4d4 x1.5 10mm DTM  
FS-4 10mm Pistol (mw) 4d6 x1 10mm DTM  
IFR-9 Assault Rifle 5d8/3 x1 5.56mm DTM  
Infiltrator 5d8/3 x1 5.56mm DTM 10, 11
Dart Pistol (mw) 5d4 x2.5 Dart Internal
Railpony Rifle (mw) 5d8 x3 Rail Spikes Internal
Service Rifle 5d10/4 x1 5.56m DTM  
.44 Magnum (mw) 5d10 x2 .44 M Revolver  
Caravan Shotgun 6d10 x1 20 Gauge Breech
Sawed Off Shotgun (mw) 6d12/2 x1 12 Gauge Breech 3, 6
Horse & Hayberry Tools Nail Gun (mw) 6d4/5 x2 Nails Internal
Cowpony Repeater (mw) 5d8 x1.5 .357 cal Internal
RK-74 Zebra Assault Rifle 5d10/3 x1 5.56mm DTM
Lever Action Rifle (mw) 6d8 x4 10mm Internal
9mm SMG (mw) 6d6/4 x1 9mm DTM  
FS-8 10mm SMG (mw) 5d8/4 x1 10mm DTM  
Royal Guard Pistol (mw) 4d10 x1 .357 cal Revolver  
Colt Rangemaster 4d12 x1.5 .22 cal DTM  
Canterlot Typewriter SMG 6d8/4 x2 .44M 20/ DTM
Reaper Sequoia (mw) 6d12 x1.5 .45-70 Revolver  
IC-5 5.56mm Pistol (mw) 5d8 5d6 x2 5.56mm .22 cal DTM
Hunting Revolver (mw) 6d12 x1.5 .45-70 Revolver
Battle Rifle 5d12 x1 .308 cal DTM  
Colt 2011 Auto Pistol (mw) 6d10 x1 .44M DTM  
Double Barrel Shotgun 9d12/2 x1 12 Gauge Breech
.22 SMG (mw) 6d4/5 x3 .22 cal DTM  
Lever Action Shotgun (mw) 6d10 x1 20 Gauge Internal  
Small Guns (By Value) Dmg/ Shots Crit SATS Range Inc (ft) Ammo Mag Size Reload Wt Value Effect
High Powered Hunting Rifle 5d12 x4 .308 cal DTM  
IFD-86 Combat Shotgun 6d12 x1 12 Gauge DTM
IFD-501 Sniper Rifle 5d12 x4 .308 cal DTM
Hunting Shotgun 8d10 x1 12 Gauge Internal  
Trail Carbine 5d12 x1 .44 M Internal  
Assault Carbine 5d8/3 x1 5mm DTM  
FS-31 12.7mm Pistol (mw) 5d10 x1 12.7mm DTM  
Brush Gun (mw) 8d12 x1 .45-70 Internal
Royal Guard Repeater (mw) 7d12 x2 .44 M Internal
FS-28 12.7mm SMG (mw) 5d12/3 x1 12.7mm DTM  
Marksman Carbine 5d10/4 x1 5.56mm DTM

 




Date: 2015-12-11; view: 895


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