Beam Weapons include lasers and microwave
weapons. Powerful beam weapons, are extremely rare in the
Cyberpunk universe (1 in 10 chance of
availability, and even then only from major Corporations
and/or governments).
Lasers
Lasers have a rechargeable powerpack holding a total
of 10 six sided dice of damage. You can use as little as
1D6 or as much as 5D6 in a single shot, until you have
used all 10 dice. Lasers recharge from wall current at a
rate of 1D6 per hour.
Example: Ripperjack has recently captured a laser
from on Arasaka guard. He has 10D6 to work with; he dials
the power grudge up to 5D6 and fires. At this rate, he'll
only have one more shot before it's recharge time.
Microwavers
Microwavers are fired like any other ranged weapon,
delivering 1D6 in bum damage. In addition, any target
within 1 meter of the path of the beam must roll 1D6 on
the microwaver side effects table to determine if there
are electrical side effects on exposed cyberwear.
Shielded cyberwearis not effected by electrical side
effects.
Like lasers, microwavers recharge from a wall socket,
taking one hour to reach a usable charge.
MICROWAVER
SIDE EFFECTS |
1 |
Cyberoptics
short for 1D6 turns. |
2 |
Neural pulse!
if character has interface plugs, reflex boosts
or other hardwiring, REF stat reduced by 1D6/2
until repaired. |
3 |
Cyberaudio
shorts for 1D6 turns. |
4 |
Cyberlimb
malfunction: Lose all use of cyberlimb for 1D10
turns. Roll 1D6 for limb, re-rolling if no
cyberlimb limb is present:
1-2 |
Right Arm |
3 |
Left Leg |
4 |
Right Leg |
5-6 |
Left Arm |
|
5 |
Total Neural
breakdown! Character reduced to twitching,
epileptic fit for 1 D6/3 turns. |
6 |
No Effect. |
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