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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.
This is a weapon and subject to universal weapon rules.
Raygunner | Fire energy beams. | |
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caret-right | Beam Bouncer | Bounce your attack 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. |
Establishments | Generator Raygunner School Shooting Range |
Offense | plus-circleAttack: As an action, you may make a Remote attack against any target within 50 meters. plus-circleConditions: When the trigger die is 10+, this weapon inflicts its wielder's choice of the Bleary, Nauseous, or Numb conditions to its target. 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 attacks pass freely through transparent objects such as glass. Highly reflective surfaces such as polished metal and mirrors bounce and redirect the effect- when the beam 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-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, mark off 1 Supplies. This weapon cannot be used if you have no Supplies remaining. |
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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). |
Condition | Explanation | |
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bleeding-eye | Bleary | minus-circle Treat all spaces as having partial concealment. Spaces that already have partial concealment are treated as having full concealment. |
turd | Nauseous | minus-circle All weapon attacks cost 1 Energy in addition to any normal costs they may have. minus-circle Cannot double attack during a round. plus-circle Weapon attacks made for free (without spending any actions) are unaffected. |
aura | Numb | minus-circle Treat Escalation as 1 for purposes of attack damage dealt regardless of its true level. |
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. |
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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. | |
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). | |
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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). |
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Utility | plus-circleSea Beams: The weapon functions perfectly fine while in water or against targets that are in water. | |
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. |
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Utility | plus-circleEnergy Cell Rebreeder: When you fire this weapon, it does not consume or require Supplies 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 Supplies as normal. | |
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Generator | plus-circlePower Plant: The base has a method of cheaply and reliably producing its own energy, making manufacturing and daily life much easier. All future establishments constructed in the base have a special discount of -5 Dosh. This discount stacks with any other discounts (such as from retiring an adventurer or having high mastery) and can reduce the cost of creating a new establishment to 0 but not below 0. |
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Raygunner School | plus-circlePlace of Learning: The base hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here for 1 Dosh each. |
Shooting Range | plus-circleRemote Practice: Adventurers can spend a training fee of 1 Dosh in the base to temporarily increase their Remote combat rating by +1 until the end of the current session. minus-circleOnce Per Session: A Shooting Range cannot be used more than once in a given session by any single adventurer (although multiple different adventurers can freely use it during a single session). |