Jump to content
Main menu
Main menu
move to sidebar
hide
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Chucks 1E Eclipse Phase Wiki
Search
Search
Create account
Log in
Personal tools
Create account
Log in
Pages for logged out editors
learn more
Contributions
Talk
Editing
Weapons
(section)
Page
Discussion
English
Read
Edit
Edit source
View history
Tools
Tools
move to sidebar
hide
Actions
Read
Edit
Edit source
View history
General
What links here
Related changes
Special pages
Page information
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
= Beam Weapons = Beam weapons is a broad category for a number of electromagnetic weapons with a wide range of effects. With a few exceptions, energy weapons are primarily used for less-than-lethal purposes, designed to impair the target rather than kill it. Their poor performance against armor, lesser ability to damage targets, and high power requirements make them less versatile than kinetic weapons. All beam weapons come equipped with safety and smartlink systems. The wielders of such weapons use Beam Weapons skill. '''Batteries:''' Beam weapons are equipped with both a standard and a nuclear battery. The standard battery is good for the listed number of shots before it is depleted. The nuclear battery will recharge the standard battery at the rate of 20 shots per hour. Standard batteries may be swapped out with a Quick Action. '''[Trivial (Standard) or Low (Nuclear)]''' '''Laser Pulsers:''' Laser weapons use focused beams of light to inflict damage on the target by burning into it and causing it’s outer surface to vaporize and expand, creating an explosive effect. The laser beam is pulsed in order to bite into the target before the beam is diffused. Pulsers are vulnerable to atmospheric effects like dust, mist, smoke, or rain, however—the gamemaster should reduce their effective range categories as appropriate. Note that laser pulses are invisible in the normal visual spectrum (but are visible to characters with enhanced vision). Pulsers are medium-sized and fire in semi-auto mode. '''[Moderate]''' One advantage to the pulser is that it can be placed in less-lethal mode. In this case, it first fires a pulse at the target to create a ball of plasma, quickly fired by a second pulse that strikes the plasma and creates a flash-bang shockwave to stun and disorient the target. This blast has an area of effect with a 1-meter radius. Anyone caught in the blast must make a SOM x 2 Test (SOM x 3 for synthmorphs or biomorphs with any form of pain tolerance). Failure means the target is temporarily stunned and disoriented and loses their next action. A critical failure means the target is knocked down and paralyzed for 1 Action Turn per 10 points of MoF. In this stun setting, the pulser fires only in single-shot mode. '''Microwave Agonizer:''' The agonizer fires millimeter-wave beams that create an unpleasant burning sensation in skin (even through armor) and to metals. Agonizers have two settings. The first is an active denial setting that causes extreme burning pain in the target, inflicting –20 to the target’s actions and forcing them to move away from the beam on their next action unless they succeed in a WIL Test (targets with Level 1 Pain Tolerance or the equivalent only suffer a –10 modifier and roll WIL x 2). Synthetic morphs and biomorphs with Level 2 Pain Tolerance (or the equivalent) are immune to this weapon. The second setting (colloquially known as the “roast” setting) has the same effect of the first, but also actually burns the target, inflicting the listed damage. Originally developed for crowd control, the agonizer is also useful for repelling animals. The agonizer is small-sized and fires in semi-auto mode. '''[Moderate]''' '''Particle Beam Bolter:''' This weapon shoots a bolt of accelerated particles at near light speed that transfer massive amounts of kinetic energy to the target, superheating and creating an explosion when striking. The bolter’s beam is not diffused by the cloud that occurs when it strikes, and so it has greater penetration than the laser pulser. Likewise, the bolter is not affected by smoke, fog, or rain. The bolter’s beam is invisible (but visible in infrared). Bolters must be set for either atmospheric or exoatmospheric (vacuum) operation, and will not function in the opposite environment, though it only takes a Complex Action to switch. Bolters fire in semi-auto mode and are rifle-sized two-handed weapons. '''[High]''' '''Plasma Rifle:'''This bulky, heavy, two-handed weapon blasts a stream of nova-hot plasma at the target, inflicting severe burns and thermal damage, possibly melting or evaporating the target entirely. Plasma rifles are perhaps the deadliest man-portable weapons in use. Plasma rifles only fire in single shot mode. Any hit that is an Excellent Success (MoS 30+) sets the target on fire(see Fire); they will continue to take 2d10 damage per Action Turn until extinguised. Plasma guns suffer from dangerous overheating in vacuum and require 1 full Action Turn of cool-down time after every 2 shots. '''[Expensive]''' '''Stunner:''' The stunner is an electrolaser that creates an electrically-conductive plasma channel to the target, down which it transmits a powerful electric current, shocking the target. Stunners do not work in vacuum. Stunners fire in semi-auto mode. '''[Moderate]''' {| class="wikitable" ! colspan="6" |Beam Weapons |- | |Armor Penetration (AP) |Damage Value (DV) |Average DV |Firing Modes |Ammo |- |Cybernetic Hand Laser | --- |2d10 |11 |SA |50 |- |Laser Pulser | --- |2d10 |11 |SA |100 |- |LP Stun Mode | --- |1d10 |5 |SS | --- |- |Microwave Agonizer | --- |Pain (See description) | --- |SS |100 |- |MA Roast Mode | -5 |2d10 |11 |SA |50 |- |Particle Beam Bolter | -2 |2d10+4 |15 |SA |50 |- |Plasma Rifle | -8 |3d10+20 |36 |SS |10 |- |Stunner | --- |1d10 / 2 +Shock |2+shock |SA |200 |}
Summary:
Please note that all contributions to Chucks 1E Eclipse Phase Wiki may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
Chucks 1E Eclipse Phase Wiki:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Toggle limited content width