Template:Weapon Arch Types

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Table: Weapon Arch Types

Kinetic Base: (Tech 0 thru 4) This is the default weapon type. No advantages or disadvantages.

Energy: (Tech 1 thru 4) This uses pure electric energy to add a kick to the damage dealt.

  • Advantages:
    • Damage type is Electric
    • +1 Damage
  • Disadvantages:
    • It automatically looses 1 Ammunition Amount.

Plasma: (Tech 3 thru 4) This weapon uses the 4th state of matter to deal extreme damage to targets.

  • Advantages:
    • Damage type is Thermal
    • Damage Die level increased by one. (This doesn't effect the actual level of the weapon and by extension the base price)
  • Disadvantages:
    • Range is reduced by one range increment
    • This item automatically looses 1 ammunition amount.
    • Ammunition costs as if it was special amo.

Gravity: (Tech 3 thru 4) This uses one of the 4 fundamental forces of physics to deal difficult to avoid damage

  • Advantages:
    • Damage type is None. There is no weakness or strength associated with Gravity
    • The weapon gains +1 AP damage.
    • The weapon also gains an area of effect base attack. The radius is based on the weapon power level: Small 5ft, Medium 10ft, Large 15ft, Gigantic 30ft. This only counts if the attacker doesn't misses more then 5. All units including the target have to roll a saving throw to only take half damage. DC15
  • Disadvantages:
    • Add 3 times the base price of the weapon to the weapon total.
    • The Procure Diff goes up by 1.
    • The ammunition amount is reduced by 1

Particle: (Tech 3 thru 4) Similar to plasma except this weapon uses sub-atomic particles. The reaction is similar to chemical damage.

  • Advantages:
    • Damage type is Chemical/Kinetic
    • +1 Accuracy
    • +1 Damage
  • Disadvantages:
    • Add 2 times the base price of the weapon to the weapon total.
    • Ammunition costs as if it was special amo.

Anti-Matter: (Tech 4) This uses the extremely volatile substance that is anti-matter.

  • Advantages:
    • Damage type is Thermal/Kinetic
    • Damage Die level increased by one. (This doesn't effect the actual level of the weapon and by extension the base price)
    • +3 AP Damage
  • Disadvantages:
    • Range is reduced by one range increment
    • Add 2 times the base price of the weapon to the weapon total.
    • The ammunition amount is reduced by 2
    • The Procure Diff goes up by 1.