** - 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.