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.

Custom Arch Type: (Tech 1 thru 4) This is designed too allow for new player designed Weapon Arch Type

  • Advantages:
    • Provides 1 Customization Point to be spent soley on the Damage Type attribute according to the rules in the Advance Customizations section. This implies that the weapon starts out with the default Damage Type of Kinetic.
  • Disadvantages:
    • This weapon cannot benefit from the Intuitive Default Attribute.

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.

Laser: (Tech 2 thru 4) This uses a laser beam to strike the enemy.

  • Advantages:
    • Damage type is Thermal
    • +1 Accuracy
  • 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. However, this does increase the Proficiency Level Requirement by 1.
  • Disadvantages:
    • Range is reduced by one range increment
    • This item automatically looses 1 ammunition amount.
    • Ammunition costs as if it was special amo.
    • Increase the Proficiency Level Requirement by 1.

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
    • Increase the Proficiency Level Requirement 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. However, this does increase the Proficiency Level Requirement by 1.
    • +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.
    • Increase the Proficiency Level Requirement by 1.