<Cybercore>

Weapons - Laser

import WeaponsList from '~/components/WeaponsList.vue'

Laser Weapons

Laser Weapon Skills

You have picked up a few Tricks for Laser Weapons

Laser Tricks

Rather than spending skill points to move up skill levels, You may instead spend skill points to purchase any of the following tricks.

Tactical

Zap

You tinker with your laser pistol to increase its rate of fire.

Cost: 4 Skill points
Maneuver Cost: 1 Action.
Requires: Tactical Training, Small Laser Weapon.
Duration: 1 Minute.
Effect: You can shoot twice with one Action.

However, each shot is weaker so the normal damage is divided between the targets. When your pistol cools down at the end of combat it loses 1 Quality.

Laser Field Strip

Skill Bonus: 1 Skill point
Maneuver Cost: 6 Actions.
Requires: Trained, A Not Broken Laser Weapon. Duration: Passive Effect: You can Field Strip and reassemble an Laser weapon that is not broken and make minor repairs. This will improve a weapons quality by one point but no higher than 5.

Expert

Beam Weapon

You reprogram your weapon so, at the flick of a switch, you can change it into Beam Mode.

Cost: 4 Skill points
Maneuver Cost: 2 Actions.
Requires: Expert Training, Medium Class Laser Weapon.
Duration: 1 Minute. Effect:

  • You fire your weapon in a 45deg cone, hitting the front-most targets.
  • A Hit target can make an Agility check equal to your attack roll to half the damage.
  • After using your weapon in this way, it’s Quality is reduced by 2.
  • This attack uses 50% of the ECells if less than 50% remains (under half the shots left) you are unable to use this Maneuver.

Mastery

Your weapon and power-pack overload and detonate in a small mushroom cloud.

Cost: 4 Skill Points.
Maneuver Cost: 5 Actions.
Requires:

  • Mastery Training.
  • Heavy Laser Weapon.
  • You fire your weapon continuously for 5 Actions.
  • On the 6th Action, you smash your overload button.

Effect:

  • The remaining PSU Capacity in ECells from your PSU unit is instantly dumped into your Weapon.
  • At the end of your Turn, your weapon Explodes.
  • Your weapon does 1d6 explosion damage per charge ECell (50d6) to every creature and object within 50m.
  • If this damage reduces them to 0 Hitpoints they are vaporized.
  • Your Weapon is destroyed.
  • If you are still holding the weapon you are obliterated.