Friday, October 16, 2015

290. Pulse Gun

The gun produces a brief but intense broad-spectrum electromagnetic pulse, powerful enough even to cause burns on flesh in addition to the usual electronic havoc. Very little transhuman tech is actually vulnerable to EMPs, but radio signals and nanobots are inherently open to these attacks. The pulse is focused into a tight 10° arc in front of the weapon, with the power of the pulse falling off according to the inverse-square law. 

Pulse guns are banned in many habitats due to their special capacity for indiscriminate destruction of people and equipment. They also have an unfortunate tendency to burn themselves out with their own pulse.

Mechanics

Pulse guns are wielded with the Spray Weapons skill.

Pulse Gun [HighDV:  * Average: * AP: * Firing Modes: SS Ammo: 1
Ranges: Short 0 - 10 Medium 11 - 30 Long 31 - 70 Extreme 71 - 150

*Effect depends on range. At extreme ranges the pulse disrupts radio signals. At long ranges the pulse also does 2d10 + 5 damage against nanoswarms, and inflicts a -10 modifier to all tests. At medium ranges it acts as a microwave agonizer. At short ranges it acts as a microwave agonizer set to roast.

On a critical failure, the pulse gun has burned itself out.

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