Energy Weapons
Energy Weapons Table
Weapon_Name | Damage | Dmg_Effects | Dmg_Type | Fire Rate | Range | Weapon_Qualites | Ammo | Wt | Cost | Rarity |
---|---|---|---|---|---|---|---|---|---|---|
Antimatter Projector | 2 | Burst, Breaking 3 |
Energy | 2 | M | Debilitating, Two-Handed |
Fusion Cell |
18 | 220 | 4 |
Entanglement Impeller |
8 | Piercing 1, Radioactive |
Energy | 0 | M | Debilitating, Suppressed, Two-Handed |
Fusion Core |
12 | 200 | 4 |
LaserBuddy | 4 | Piercing 1 | Energy | 2 | C | Close Quarters, Intellect 1 |
Fusion Cell |
6 | 175 | 5 |
PlasmaBuddy | 5 | - | Phys/ Energy |
1 | C | Close Quarters, Intellect 1 |
Plasma Cartridge |
6 | 275 | 5 |
Recharger Laser | 5 | Piercing 1 | Energy | 0 | C | Close Quarters | None | 7 | 400 | 5 |
Sonic Emitter | 7 | Piercing 1, Stun |
Energy | 2 | C | Close Quarters, Inaccurate |
Fusion Cell |
5 | 230 | 4 |
Energy Weapon Descriptions
Antimatter Projector
Ammunition: Fusion Cell (Quantity: 14+7CD, Weight: <1, Cost: 3, Rarity: 2)
A complex electromagnetic process allows this weapon to hurl very small packets of antimatter at high speed. When a cluster of antimatter collides with classic matter, the two nullify each other in an energetic outburst. This grants the weapon excellent armour penetration.
Antimatter Projector Mods
Mod | Name Prefix | Effects | Add Wt. | Add Cost | Perks | Compl- exity | Skill | Rarity | Materials Cost |
---|---|---|---|---|---|---|---|---|---|
Capacitor Mods | |||||||||
Extended Capacitor | Extended | +1 Fire Rate | +1 | +30 | Science! 3 | 5 | Science | Uncommon | 28 |
Overdriven Capacitor | Overdriven | +2 Fire Rate | +1 | +40 | Science! 4 | 6 | Science | Uncommon | 37 |
Frequency Integrator | Integrated | -2 Dmg, Vicious 4 |
+5 | +100 | Science! 5 | 8 | Science | Rare | 86 |
Barrel Mods | |||||||||
Long Barrel | Long | Remove Close Quarters, Increase Range by 1 Step |
+2 | +20 | - | 3 | Science | Common | 10 |
Positron Accelerator Barrel | Accelerated | +1 Dmg | +1 | +26 | Science! 3 | 5 | Science | Uncommon | 28 |
Sights Mods | |||||||||
Reflex Sight | Tactical | May re-roll Hit Location Die | - | +14 | - | 2 | Repair | Common | 3 |
Entanglement Impeller
Ammunition: Fusion Core (1 Charge = 1 Shot) (Quantity: 1, Weight: 4, Cost: 200, Rarity: 3)
The product of scientific insights made by The Enclave, The Institute and Mister House, this weapon draws on the essential quantum entanglement between particles – and disrupts them. Its polymer frame resembles a child’s plastic toy gun, and engaging the weapon makes no sound whatsoever. The target’s molecular structure is slightly disrupted: flesh is bruised and torn, stone is cracked and metal is rent. A single standard Fusion Core plugs into the bottom of the weapon and provides power.
Entanglement Impeller Mods
Mod | Name Prefix | Effects | Add Wt. | Add Cost | Perks | Compl- exity | Skill | Rarity | Materials Cost |
---|---|---|---|---|---|---|---|---|---|
Capacitor Mods | |||||||||
Overdriven Capacitor | Overdriven | +1 Dmg | +1 | +35 | Science! 4 | 5 | Science | Uncommon | 28 |
Entanglement Integrator | Integrated | -5 Dmg, Vicious 4 |
+5 | +100 | Science! 5 | 8 | Science | Rare | 86 |
Barrel Mods | |||||||||
Long Barrel | Long | Remove Close Quarters, Increase Range by 1 Step |
+2 | +20 | - | 3 | Science | Common | 10 |
Sights Mods | |||||||||
Reflex Sight | Tactical | May re-roll Hit Location Die | - | +14 | - | 2 | Repair | Common | 3 |
Short Scope | Scoped | Gain Accurate | +1 | +11 | - | 2 | Repair | Common | 3 |
Long Scope | Scoped | Gain Accurate, Increase Range 1 Step |
+1 | +29 | Science! 2 | 4 | Repair | Uncommon | 14 |
Short Night Vision Scope | Night Vision |
Gain Accurate, Gain Night Vision |
+1 | +38 | Science! 2 | 4 | Repair | Uncommon | 14 |
Long Night Vision Scope | Night Vision |
Gain Accurate, Gain Night Vision, Increase Range 1 Step |
+1 | +50 | Science! 3 | 5 | Repair | Uncommon | 28 |
Recon Scope | Recon | Gain Accurate, Gain Recon |
+1 | 59 | Science! 3 | 5 | Repair | Uncommon | 28 |
LaserBuddy
Ammunition: Fusion Cell (Quantity: 14+7CD, Weight: <1, Cost: 3, Rarity: 2)
A simple laser gun affixed with an AI assistant, the weapon is modular and can be outfitted in many formats. These weapons are often programmed with a haughty and snobbish personality.
The LaserBuddy can accept one Mod of each category from of the following:
● AI: Creative AI
● Capacitor: Beta Wave Tuner, Boosted Capacitor, Photon Exciter, Photon Agitator, Momentum Capacitor, Frequency Integrator
● Barrel: Bracketed Short Barrel, Long Barrel, Splitter, Automatic Barrel, Bracketed Long Barrel, Improved Barrel, Sniper Barrel, Flamer Barrel
● Grip: Sharpshooter’s Grip
● Stock: Standard Stock, Marksman’s Stock, Recoil Compensating Stock
● Sights: Reflex Sight, Short Scope, Long Scope, Short Night Vision Scope, Long Night Vision Scope, Recon Scope
● Muzzle: Beam Splitter, Beam Focuser, Gyro Compensating Lens, Antinoise Filter
PlasmaBuddy
Ammunition: Plasma Cartridge (Quantity: 10+5CD, Weight: <1, Cost: 5, Rarity: 4)
An AI intellect is engineered into the hull of this plasma gun, allowing the sentient assistant to aid the user’s aim. PlasmaBuddy personalities are usually sarcastic and unimpressed.
The PlasmaBuddy can accept one Mod of each category from of the following:
● AI: Creative AI
● Capacitor: Beta Wave Tuner, Boosted Capacitor, Photon Exciter, Photon Agitator, Momentum Capacitor, Frequency Integrator
● Barrel: Splitter, Automatic Barrel, Improved Barrel, Sniper Barrel, Flamer Barrel
● Stock: Standard Stock, Marksman’s Stock, Recoil Compensating Stock
● Sights: Reflex Sight, Short Scope, Long Scope, Short Night Vision Scope, Long Night Vision Scope, Recon Scope
Recharger Laser
Ammunition: None
This is an advanced laser gun which is powered by a microfusion breeder to provide effectively limitless ammunition. The frame allows it to be operated like any other laser gun and fits most laser gun Mods, but the recharge time of the weapon limits its rate of fire. The internal microfusion breeder can theoretically provide hundreds of years of continuous use without significant maintenance.
The Recharger Laser can accept one Mod of each category from of the following:
● Capacitor: Beta Wave Tuner, Boosted Capacitor, Photon Exciter, Photon Agitator, Momentum Capacitor, Frequency Integrator
● Barrel: Bracketed Short Barrel, Long Barrel, Splitter, Automatic Barrel, Bracketed Long Barrel, Improved Barrel, Sniper Barrel
● Grip: Sharpshooter’s Grip
● Stock: Standard Stock, Marksman’s Stock
● Sights: Reflex Sight, Short Scope, Long Scope, Short Night Vision Scope, Long Night Vision Scope, Recon Scope
● Muzzle: Beam Focuser, Antinoise Filter
Sonic Emitter
Ammunition: Fusion Cell (Quantity: 14+7CD, Weight: <1, Cost: 3, Rarity: 2)
Originally designed by Big MT labs in California, this pistol-format energy weapon sends out a concentrated pulse of sonic vibration. The resulting disruption hits with great force and is especially disorienting to biological targets.
Sonic Emitter Mods
Mod | Name Prefix | Effects | Add Wt. | Add Cost | Perks | Compl-exity | Skill | Rarity | Materials Cost |
---|---|---|---|---|---|---|---|---|---|
Capacitor Mods | |||||||||
Intense Emitter | Intense | +1 Dmg | +1 | +26 | Science! 3 | 5 | Science | Uncommon | 28 |
Hyperresonance Emitter | Hyperresonant | +1 Dmg, Gain Vicious |
+1 | +35 | Science! 4 | 6 | Science | Uncommon | 37 |
Sonic Integrator | Integrated | -2 Dmg, Vicious 4 |
+5 | +100 | Science! 5 | 8 | Science | Rare | 86 |
Barrel Mods | |||||||||
Long Barrel | Long | Remove Close Quarters, Increase Range by 1 Step |
+2 | +20 | - | 3 | Science | Common | 10 |
Splitter | Scattergun | -1 Dmg, Gain Spread, Gain Inaccurate |
+1 | +31 | - | 3 | Science | Common | 10 |
Grip Mods | |||||||||
Sharpshooter's Grip | Sharpshooter's | Remove Inaccurate, Add Piercing 1 |
- | +10 | Gun Nut 1 | 3 | Repair | Uncommon | 10 |
Energy Weapon Mods
Mod | Name Prefix | Effects | Add Wt. | Add Cost | Perks | Compl- exity | Skill | Rarity | Materials Cost |
---|---|---|---|---|---|---|---|---|---|
Antinoise Muzzle | Antinoise | Gain Suppressed | +1 | +45 | Science! 4 | 6 | Science | Rare | 37 |
Frequency Integrator | Integrated | -2 Dmg,Vicious 4 |
+5 | +100 | Science! 5 | 8 | Science | Rare | 86 |
Hypercrank Capacitor | Integrated | -2 Dmg, Vicious 4, Each shot consumes 8 Fusion Cells |
+5 | +100 | Science! 5 | 8 | Science | Rare | 86 |
Momentum Capacitor | Breaking | Remove all Piercing, Gain Breaking |
+2 | +50 | Science! 2 | 5 | Science | Uncommon | 28 |
Antinoise Muzzle
A device which screws to the bracketed barrel of an energy weapon and generates nullifying antinoise. This reduces the sound of the weapon, making it impossible to tell the direction of a shot by ear.
Aside from the weapons mentioned in this booklet, the Antinoise Muzzle can be affixed to the following Energy Weapons: Institute Laser, Laser Gun
Frequency Integrator Capacitor
The Frequency Integrator Capacitor synthesizes the electromagnetic waves ejected by the weapon. The resulting wave is more energetic and destructive.
Aside from the weapons mentioned here, the Frequency Integrator Capacitor can be affixed to the following Energy Weapons: Institute Laser, Laser Gun, Plasma Gun
The Damage Rating of a weapon cannot be negative. If any Mod reduces a weapon’s Damage Rating to zero or below, zero dice are rolled for the weapons base damage. Damage modifiers, including those from Fire Rate or AP spends, still apply with those modifiers added to zero. Even if the Damage Rating would have been negative, the Damage modifiers begin as if the weapon’s Damage Rating was zero.
Hypercrank Capacitor
This mod drives an enormous amount of energy through the working of a common Laser Musket. The Hypercrank Capacitor can only be affixed to the Laser Musket.
Momentum Capacitor
Within this capacitor, the momentum of photons is substantially intensified, increasing their relative mass and imbuing the laser beam with more direct damage to matter.
Aside from the weapons mentioned here, the Momentum Capacitor can also be applied to the Institute Laser, Laser Musket, Laser Gun and Plasma Gun.
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Item type
Weapon, Ranged
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