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Charge Laser

These self-contained energy projection chambers use a a series of rapid charging capacitors fed through a multiple refraction chambers in order to create a directed and sustained beam of energy. Often used by mining ships for their versatile output allowing them to be used as a blast chipper or a cutting tool, it is not uncommon to find them in the hands of Raiders that favor ambush tactics.

As a standard action, a Charge Laser can be sustained instead of fired, adding +1d of damage during an attack made the operators next turn. It can be charged up to three times for a maximum output of 6d10-2. If the weapon is not fired after being fully charged, it overheats and needs to be vented with a DC20 Mechanics check before it can be fired again. If the check fails, the weapon is disabled until it can be repaired.

Laser weaponry is exceptionally accurate, however it also lacks the stopping power of more conventional firearms. All laser weapons receive a +2 Precision Bonus to attack rolls, but suffer a -2 Power Penalty on damage rolls.

Charge Lasers require an external power supply to operate.

Damage: 3d10-2 [Energy]
Rate of Fire: Single, Charge
Capacity: Externally Powered
Weight: 16kgs
Hard Points: 2
Classification: Heavy
Range: Rifle
Base Price: 12,500Cr
Equipment Slots: 1
Availability: Restricted
Size: Huge
Restrictions: Must use Shoulder or Appendage Equipment Slots
Special: Must be mounted to a firing platform and power supply to operate, counts as a Starship Weapon for purposes of proficiency.

[TCS]

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Page last modified on June 13, 2016, at 10:55 PM