Energy-loaded missile weapons
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Energy-loaded missile weapons convert electrical charge directly into projectiles or other effects. In a few cases, these weapons use their charge input to supplement another primary projectile or effect, such as the turbow using its charge 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 | Charge use | Damage types | Damage When Overloaded |
---|---|---|---|
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70 | Electric | 1d6+2 |
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1,000 | 2d8+2 | |
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100 | Exsanguination, Disintegrate | 1d8+2 |
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150 | Light, Laser | 1d12+2 |
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350 | Fire, NonPenetrating | 1d12+2+2 |
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250 | Disintegrate | 1d10+2 |
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250 | Disintegrate | 1d12+2 |
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50 | 1d6+2 | |
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500 | Cold, NonPenetrating | 1d4+2 |
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50 | Piercing | 1d2+2 |
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500 | Light, Laser | 1d10+2 |
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400 | NonPenetrating | 0+2 |
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100 | Light, Laser | 1d10+2 |
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100 | Light, Laser | 1d12+2 |
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500 | Light, Laser | 1d12+2 |
)rondure of light | 100 | Light, Laser | 2d8+2 |
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750 | Vorpal | 2d12+2 |
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80 | Piercing | 1d2+2 |
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100 | Normality | 0+2 |
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5,000 | 0+2 | |
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7,500 | Disintegrate | 4d12+2 |
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102 | Light, Laser | 1d10+2 |
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100 | Light, Laser | 1d10+2 |
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1,000 | Light, Laser | 1d10+2 |
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1,000 | Plasma | 1d12+2 |
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20 | ||
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100 | Light, Laser | 1d8+2 |
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100 | Light, Laser | 1d10+2 |
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1,200 | Light, Laser, Normality | 1d12+2 |
The following energy-loaded missile weapons gain 2-3 additional damage dice when overloaded:
Name | Charge use | Damage types | Damage When Overloaded |
---|---|---|---|
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300 | Electric, Shock | 6d4 |
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425 | Electric, Shock | 9d4 |