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raygunner

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When you accelerate ordinary light beams to speeds of over 100 furlongs per jiffy, you get what we scientists call a “law-zor”. I'll let you borrow the law-zor gun so long as you promise to stop asking me where I got it.

Raygunners fire beams of energy instead of bullets or bolts, giving the class a distinctly science-fiction flavor. It has a lot of abilities that tend towards various forms of trickery instead of straight offensive upgrades, giving it a bit less raw power than more traditional firearm-wielding classes but also more potential for shenanigans. It is also an excellent weapon for use in outer space due to increased range while in a vacuum and no blowback effect.

Raygunner Projectile Weapon. Fire energy beams.
caret-right Beam Bouncer Bounce your projectile more.
caret-right Invisibeam Fire without giving yourself away.
caret-right Phased Array Penetrate concealment.
caret-right Raypainter Light them up.
caret-right Recharger No ammo costs when fired sparingly.
Enterprises Raygunner School
Shooting Range
Squad

Raygunner

Offense plus-circleAttack: As an action, you may make a projectile attack against any target within 50 meters.

plus-circleConditions: When the trigger die is 10+, this weapon inflicts its wielder's choice of the X, X, or X conditions to its target.

plus-circleCritical Hits: The attack critically hits (dealing double normal damage) when its associated trigger die is a 12.

plus-circleBackstab: If you attack a target that cannot see you, you deal +2 damage.

plus-circleVacuum Enhanced: When firing this weapon in a vacuum or any other circumstances with no gaseous atmosphere to diffract and scatter the beam, range is 200 meters instead of 50.

plus-circleMassless Effect: Unlike most other attacks, using this weapon while in a zero-gravity environment does not propel you in the opposite direction and has no chance to cause you to spin out of control.

plus-circleLight Behavior: This weapon fires light and/or energy and thus its projectiles pass through transparent objects such as glass. Highly reflective surfaces such as polished metal and mirrors bounce and redirect the effect- when a projectile hits such a surface, you can choose a new direction for it to travel in. Maximum range is reduced by 5 meters per bounce.

minus-circleParticulate Block: Concealment that comes from any source other than darkness or distance (such as mist, smoke, foliage, etc) blocks beam weapons. Partial concealment can be penetrated, but every meter of partial concealment counts as five meters of normal space for purposes of range. Total concealment cannot be penetrated at all. Darkness and distance-based concealment do not block beam weapons and the weapon functions normally against targets with such concealment.

minus-circleSize Failure: Smaller creatures are harder to hit with your weapon, and larger ones are harder to meaningfully damage. For every size category different than your own your target is, your attacks have a failure chance of 3.

minus-circleConcealment Failure: If your target is in partial concealment (dim light, thin fog, etc) your attack has a failure chance of 3. If your target is in total concealment (total darkness, thick fog, etc) your attack has a failure chance of 6.

minus-circleCover Failure: If there are creatures or solid objects partially obstructing your view of the target, your attack has a failure chance of 6. If creatures or solid objects are totally obstructing your view of the target, you cannot attack them at all.

minus-circleWater Failure: Beam diffraction makes this weapon awkward underwater, but not impossibly so. Attacks made while submerged or against a submerged target have a failure chance of 6.

minus-circleAmmunition: When the trigger die rolled with the attack is 1-3, the attack uses 1 point of Supply or one use of an Ammo Bag item. This weapon cannot be used if you have no Supply/Ammo Bag uses remaining.
caret-right Alternative plus-circleLonger Range: You can fire at subjects further away than 50 meters, up to a maximum of 500 meters.

minus-circleAccuracy Drop: Shooting at very distant targets carries a failure chance. Failure chance is 3 for targets within 51-100 meters (201-500 in vacuum), 6 for targets within 101-200 meters (501-1000 in vacuum), and 9 for targets within 201-500 meters (1001-2000 in vacuum).

Beam Bouncer

Utility plus-circleBounce Off Anything: The weapon's beam can be bounced/redirected off any relatively flat static surface, not just highly reflective ones. Maximum range is reduced by 5 meters per bounce as usual.

plus-circleMirror Efficiency: When bouncing off reflective surfaces, maximum range is not reduced by redirecting the beam.
Utility plus-circlePocket Mirrors: You can freely bounce your beam off any of your allies that are carrying a mirror or mirror-like object in their inventory. The ally in question does not need to be facing you and doing this does not harm them in any way.

Invisibeam

Utility plus-circleFrom A Clear Sky: The beam's light is not on the normal visible spectrum, rendering it invisible. You can use the weapon while hiding without revealing your location. Targets getting shot by invisible beams will still react normally to getting shot at by unknown assailants (probably running for cover).

Phased Array

Utility plus-circlePenetrator: The weapon punches through all forms of concealment and atmospheric conditions, including those not caused by darkness or distance.

minus-circleWeakness Overcome: You still suffer the normal failure chance for attacking targets in concealment. All Phased Array does is allow you to fire at targets inside concealment that would normally totally protect them (such as smoke).
Utility plus-circleSea Beams: The weapon functions perfectly fine while in water or against targets that are in water.

Raypainter

Offense plus-circleLingering Glow: Successfully attacking a target with this weapon creates a glowing, easily visible patch on their surface. The target gains no benefit from darkness-based concealment until the end of the current exploration turn, including no more concealment failure chance on incoming attacks and an inability to hide in the dark.

minus-circleDarkness Only: Concealment from sources other than darkness (such as mist, foliage, or the smoke created by the Smoker class) are unaffected by Raypainter.

Recharger

Utility plus-circleEnergy Cell Rebreeder: When you fire this weapon, it does not consume or require Supply/Ammo Bag uses so long as the last action you took was anything other than firing the weapon. Every time you fire your Raygunner weapon multiple times consecutively, it has a chance to consume Supply as normal.

Enterprises

Raygunner School The settlement hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here for 1 Supply each.
Shooting Range Space has been set aside for target practice with projectile weapons. Adventurers can spend a training fee of 1 Supply in the establishment to temporarily increase their Projectile combat skill by +1 until the end of the current session. A Shooting Range cannot be used more than once in a given session by any single adventurer.
Squad The settlement is home to a squad of 10 soldiers focusing on this class's weapon type. A single settlement can have multiple versions of this enterprise. All 10 soldiers are level 5 and have the same abilities/statistics, determined by you. At least two of the soldier's five abilities need to be weapon abilities, and all of the soldier's abilities need to be ones personally known by the retiring adventurer who establishes the squad. Squads fight for the interests of their local settlement. If a squad is wiped out, it can be restored to fighting order by spending 5 Supply.
raygunner.1568317069.txt.gz · Last modified: 2019/09/12 13:37 by kyle