Editing The Doomstaff

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The doomstaff is a multifunction TL5 weapon. It takes up two encumbrance slots. As a melee weapon (using the Primitive Weapon skill), it is two-handed and deals 1d8 damage, doubled. This means that one uses D8 + Strength or Dex bonus, and then double the result. This does not consume power.<br/>
 
The doomstaff is a multifunction TL5 weapon. It takes up two encumbrance slots. As a melee weapon (using the Primitive Weapon skill), it is two-handed and deals 1d8 damage, doubled. This means that one uses D8 + Strength or Dex bonus, and then double the result. This does not consume power.<br/>
  
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As a ranged weapon, the wielder can use either energy weaponry or gunnery skills. It has a range of 150/300 and deals 3d8 damage. It can effect gunnery-only targets, it ignores the Armor rating of objects that can be damaged by non-gunnery weaponry.<br/>
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As a ranged weapon, the wielder can use either energy weaponry or gunnery skills. It has a range of 150/300 and deals 3d8 damage. It can effect gunnery-only targets. Against very heavy or immobile ones, it ignores their first five points of armor.<br/>
  
 
The doomstaff has an internal power cell which requires recharging from an external source. For charge times and so forth, it's roughly equivalent to a B-Type power cell. It's good for ten shots. The best way to recharge it is probably shipboard power, where it can be recharged in only a few minutes.
 
The doomstaff has an internal power cell which requires recharging from an external source. For charge times and so forth, it's roughly equivalent to a B-Type power cell. It's good for ten shots. The best way to recharge it is probably shipboard power, where it can be recharged in only a few minutes.

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