Cost: 5 token
Description: It may be built like a miniature Gauss cannon, but in reality this is a bigger, meaner cousin of the classic Laser Rifle. With the help of a particle accelerator and a magnetic vacuum chamber, it gives you more power for its size, and a lot more options to play with. The provided instruction manual has further information on the weapon's functions, and comes in melee-friendly polymer hardcover.
Requirements: STR 5 to avoid aiming penalty
Range: Melee -1, Short +1, Medium 0 , Long -2, Extreme N/A
Ammo: N/A (Generator, 4 TPU)
Features: Variable nominal power (1-100%, default 100%)
- Variable beam focusing (focused beam to 90-degree spread, default focused)
- Variable beam wavelength
- Beam overcharge option
Variable beam wavelength:- Microwave (MW): Scatters through and boils water, electrifies metal. Extra damage to unarmored flesh and electronics. Cannot be overcharged.
- Infrared (IR): Plain laser similar to UV. May affect UV-resistant targets.
- Visible Light (VL): Beam will be visible in any dust or smoke, and will light up the impact area. Can be any color. Otherwise similar to IR and UV.
- Ultraviolet (UV): Plain laser similar to IR. May affect IR-resistant targets.
- X-Ray (XR): Penetrates through flesh, penetrates armor as ionizing radiation, nasty damage to anything not behind three feet of lead. Extends range bracket to Extreme (-2). Can only fire when overcharged.
Overcharge option: You can spend a turn charging the weapon.
On the next turn, the weapon
must be fired, and it will fire with
double its normal maximum power.
After this, the weapon should not be fired or charged again for one turn.
One turn to charge, one turn to fire, one turn to cool down.
In extreme circumstances, the weapon can still be used without the requisite 1-turn cooldown period - so-called "hot firing". Either normal firing, or another charge for an overcharge is possible.
When the weapon is used in this manner, there is a 50% chance of meltdown every turn until it's given a chance to cool down. "Meltdown" involves the weapon firing prematurely, either forward, upward, or backward, and suffering permanent damage in the process.
(Forward makes it incapable of overcharge and requires cheap repair. Upward makes it unable to fire at all, but is still cheaply repaired. Backward, apart from probably hitting the user and making the weapon inoperable, also fries the cyclotron and generator, requiring costly repair)