Plasma Weapons
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Plasma Weapons
Please note that the Oracle game makes use of the adapted armour penetration rules for plasma weapons detailed in this thread.
Plasma Shotgun
The Debye Plasma Shotgun (AMS)
Class: Tactical Firearm
Damage: 1d10/3d10 (mash)
Cost: 9000
Range: Medium / Close
Rate: 1
EMPS: 7
Ammo: Energy Cells
The Debye Plasma Shotgun is a dangerous weapon to both the target and the user and is generally avoided by the more cautious divisions. However, to the agent willing to loose the odd torso every now and again it is the ideal way to deal with close combat situations.
Unlike the plasma rifle systems produced by AMS, which accelerate a small amount of plasma to high energies in a coherent beam, this monster simply generates a large amount of low to medium energy plasma and throws it out of the barrel as an almost incoherent cloud.
At medium range the weapon only deals 1d10 damage, because the cloud of plasma loses energy over very short distances. At close range, however, it deals 3D10 mashing damage which ignores armour. The 'mashing' damage in this case is not representing broken bones or the removal of large amounts of flesh, instead it is caused by horrific burns which cause blood loss even in agents.
You gain a +4 to your action total when using the shotgun within 5m of your opponent.
This weapon is available for purchase from AMS show rooms and is considered a tactical weapon for licensing purposes.
Class: Tactical Firearm
Damage: 1d10/3d10 (mash)
Cost: 9000
Range: Medium / Close
Rate: 1
EMPS: 7
Ammo: Energy Cells
The Debye Plasma Shotgun is a dangerous weapon to both the target and the user and is generally avoided by the more cautious divisions. However, to the agent willing to loose the odd torso every now and again it is the ideal way to deal with close combat situations.
Unlike the plasma rifle systems produced by AMS, which accelerate a small amount of plasma to high energies in a coherent beam, this monster simply generates a large amount of low to medium energy plasma and throws it out of the barrel as an almost incoherent cloud.
At medium range the weapon only deals 1d10 damage, because the cloud of plasma loses energy over very short distances. At close range, however, it deals 3D10 mashing damage which ignores armour. The 'mashing' damage in this case is not representing broken bones or the removal of large amounts of flesh, instead it is caused by horrific burns which cause blood loss even in agents.
You gain a +4 to your action total when using the shotgun within 5m of your opponent.
This weapon is available for purchase from AMS show rooms and is considered a tactical weapon for licensing purposes.
Arclight Plasma Dagger
Richenbacher Arclight Dagger - Small plasma blade
Class: Light Powered Melee
Damage: D4 + strength (Ignores 2AV)
Cost: 8,000
Range: Melee
Rate: 3
EMPS: 15
The Arclight range has been expanded to include a dagger to compliment the longsword and broadsword all ready available. The Arclight dagger is ideal for use as an off-hand weapon for dual-wielding styles or as a backup weapon when facing armoured foes.
Class: Light Powered Melee
Damage: D4 + strength (Ignores 2AV)
Cost: 8,000
Range: Melee
Rate: 3
EMPS: 15
The Arclight range has been expanded to include a dagger to compliment the longsword and broadsword all ready available. The Arclight dagger is ideal for use as an off-hand weapon for dual-wielding styles or as a backup weapon when facing armoured foes.
AMS Kronos PR95 Plasma Sniper Rifle
AMS PR95 Artemis Kronos - Plasma Sniper Rifle
Class: Tactical Firearm
Damage: 2d10+2
Cost: 16,500
Range: Long
Rate: 1
EMPS: 10
Ammo: Energy Cells (Ammo used as heavy weapon)
The "Kronos" Plasma Sniper Rifle is a new design from AMS which takes advantages of developments in the miniaturisation of plasma containment technology. Though it remains a tactical weapon, this rifle creates plasma bolts with a considerably stronger magnetic envelope, which can contain plasma at a higher energy and remain coherent over greater ranges than the standard plasma rifle. The acceleration chamber is also lengthened, causing shots from the rifle to travel faster and be considerably more accurate.
The Kronos has an integrated scope and is accurate enough to be treated as a sniper weapon. The power draw per shot is considerably higher than a regular plasma rifle and is in fact comparable to most heavy weapons; the Kronos can only fire three shots from a standard energy cell, rather than the normal 15. The capacitors also have a longer charge cycle which reduces the rate of fire compared to a standard rifle. The upshot of this high power draw is that the weapon systems must be more robust to handle the increased load, and consequently they are somewhat more resistant to EMP attacks. As a plasma weapon the Artemis still suffers from overheating and installation of an AMS plasma stabiliser is highly recommended.
Class: Tactical Firearm
Damage: 2d10+2
Cost: 16,500
Range: Long
Rate: 1
EMPS: 10
Ammo: Energy Cells (Ammo used as heavy weapon)
The "Kronos" Plasma Sniper Rifle is a new design from AMS which takes advantages of developments in the miniaturisation of plasma containment technology. Though it remains a tactical weapon, this rifle creates plasma bolts with a considerably stronger magnetic envelope, which can contain plasma at a higher energy and remain coherent over greater ranges than the standard plasma rifle. The acceleration chamber is also lengthened, causing shots from the rifle to travel faster and be considerably more accurate.
The Kronos has an integrated scope and is accurate enough to be treated as a sniper weapon. The power draw per shot is considerably higher than a regular plasma rifle and is in fact comparable to most heavy weapons; the Kronos can only fire three shots from a standard energy cell, rather than the normal 15. The capacitors also have a longer charge cycle which reduces the rate of fire compared to a standard rifle. The upshot of this high power draw is that the weapon systems must be more robust to handle the increased load, and consequently they are somewhat more resistant to EMP attacks. As a plasma weapon the Artemis still suffers from overheating and installation of an AMS plasma stabiliser is highly recommended.
Last edited by Admin on Sat Aug 24, 2013 3:00 pm; edited 2 times in total
Re: Plasma Weapons
I don't know if it will make any real difference, but the AMS Artemis is already the standard bow in MoW.
Fenris- Posts : 1018
Join date : 2013-03-19
Age : 38
Location : 6768 LG Lane
Re: Plasma Weapons
Good spot. I'll come up with a new name for the plasma rifle.Fenris wrote:I don't know if it will make any real difference, but the AMS Artemis is already the standard bow in MoW.
KAC Shim "Murderous Intent" Plasma Spray Gun
KAC Shim "Murderous Intent" Plasma Spray Gun - Close Range Plasma Weapon
Class: Tactical Plasma
Damage: 3D10
Cost: 2,000
Range: Close (<1m)
Rate: 1
EMPS: 15
Ammo: Energy Cell (uses ammo as heavy weapon)
Murderous Intent is first plasma weapon KAC Shim having! Spray enemy with plasma and provide many victories with purchase. If enemy hit (not shields) then inferno of target will bring smile to honourable customer's face. If attack roll is sad for plasma weapon then KAC Shim have many apologies for additional hardship caused in combat situation.
Friendly alert! If double is rolled on attack roll, then honourable customer will also enjoy warm-making aspect of new weapon.
((GM translation: If a person is hit by this weapon they will be set on fire. The weapon fails like any plasma weapon. It cannot use Plasma Stabilisers due to its poor craftsmanship.
If you roll any double on your attack roll you will set yourself on fire, even if it is your profession. The gun still fires as it would otherwise.
As with all KAC Shim weapons, it cannot be increased in quality/condition level))
Original inspiration from Ida here.
Class: Tactical Plasma
Damage: 3D10
Cost: 2,000
Range: Close (<1m)
Rate: 1
EMPS: 15
Ammo: Energy Cell (uses ammo as heavy weapon)
Murderous Intent is first plasma weapon KAC Shim having! Spray enemy with plasma and provide many victories with purchase. If enemy hit (not shields) then inferno of target will bring smile to honourable customer's face. If attack roll is sad for plasma weapon then KAC Shim have many apologies for additional hardship caused in combat situation.
Friendly alert! If double is rolled on attack roll, then honourable customer will also enjoy warm-making aspect of new weapon.
((GM translation: If a person is hit by this weapon they will be set on fire. The weapon fails like any plasma weapon. It cannot use Plasma Stabilisers due to its poor craftsmanship.
If you roll any double on your attack roll you will set yourself on fire, even if it is your profession. The gun still fires as it would otherwise.
As with all KAC Shim weapons, it cannot be increased in quality/condition level))
Original inspiration from Ida here.
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» Kinetic Weapons
» Underslung Weapons
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