Difference between revisions of "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/>
  
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/>
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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.
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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.

Revision as of 13:58, 12 January 2014

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.

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.

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.