Sunday, December 11, 2016

Particle Bolt Weapons

The Particle Beam Bolter (p. 330 EP) is a fairly solid beam weapon, firing invisible particles at near C velocities. While functioning as a beam, the Bolter transfers kinetic energy well, creating ruptures, small explosions or superheating at the target to inflict damage, which is not disrupted by atmospheric conditions like laser weapons, nor limited by "blooming" or temperature differential like a plasma weapon. Because of this utility, while not having quite the same damage output they are a popular weapon among those who utilize energy weapons. As such, some common variants have appeared.

Particle Bolt Pistol: Based on the Particle Beam Bolter, this takes the weapon from a rifle-sized weapon to a pistol-sized, capable of being used one handed and concealed. Because of this reduced size, it has smaller battery storage, and smaller capacitors, which means it fires with slightly less energy, has less effective range, and doesn't last as long, but as a consolation, it can be made with less materials, rendering it less expensive. Like the regular bolter, it must be set for either atmospheric or exoatmospheric (vacuum) operation and will not function in the opposite environment, though it only takes a Complex Action to switch. [Moderate]
AP -2 2d10+2 DV SA Ammo 25
0–15 16–50 51–75 76–150

Particle Bolt Repeater: Designed for use in close quarters, this variant of the Beam Bolter is slightly smaller, like a carbine or SMG, and built slightly thicker. This is because it uses high-power batteries and rapid charging capacitation in order to allow the particle weapon to fire in burst or fully automatic fire, similar to kinetic weapons. This makes it much more complex and expensive to produce, and with slightly less power in each individual shot, but the rate of fire may make it much more effective in tight quarters. Like the regular bolter, it must be set for either atmospheric or exoatmospheric (vacuum) operation and will not function in the opposite environment, though it only takes a Complex Action to switch. [Expensive]
AP -2 2d10+3 DV SA/BF/FA Ammo 40
0–15 16–50 51–75 76–150

No comments:

Post a Comment