Energy weapons

Ballistic weapons might not be out of style but they are not the only game in town. here are the rules governing Ranged energy weapons


 * There are energy weapon equivalents for most of the ballistic weapons.
 * Will are easier to aim than ballistic weapons.
 * There is  a general trade-off between the range of an energy weapon and its rate of fire.
 * There is a distinction between laser weapons and plasma weapons.
 * They are unable to use the Suppression fire mode.
 * Each weapon could potentially have the Sustained fire mode, which would fire a sustained beam of energy.
 * Overheating will be  handled by keeping track of the amount of heat generated by each use of the energy weapon. One example provided outlined a heat value for each of the weapon's firing modes,as well as a heat threshold and a cooling rate. The cooling rate would reduce the accumulated heat of the energy weapon by a set amount at the beginning of a character's turn. If the amount of accumulated heat surpassed the heat threshold, the energy weapon would overheat and be unusable until the weapon's heat value had reached 0.

Energy Weapons : Lasers Plasma For clarification, overheating is triggered when an energy weapon's heat tally is equal to or greater than its Max Heat value.
 * Each weapon will have a unique maximum heat value, cooling value, and heat values for its different firing modes
 * If overheated they can't be fired until their heat reaches 0
 * Will have improved Finesse bonuses
 * Will have a Heat System
 * Will NOT have ammunition to keep track of
 * Powered by radioactive batteries
 * Would be divided between small and heavy weapons. Smaller weapons would be Burst capable, while heavy weapons would be capable of explosive fire
 * Higher rate of fire and lower heat cost compared to Lasers
 * Relatively reduced range
 * Will have a Heat System
 * Will have ammunition to keep track of (albeit simplified)

Energy Weapon over heating
 * Pistols and SMGs will have a overheat period of 2 rounds
 * Rifles and Snipers will have a overheat period of 3 rounds
 * LMGs will have a overheat period of 4 rounds

Inactive Cooling for Energy Weapons : Rather than subtracting a set heating value from an energy weapon's heat tally each turn, the passive cooling of an energy weapon will be represented by lower heat costs per firing mode. Only a turn spent without firing an energy weapon will incurr the use of its cooling value, which will be similarly reduced.

Energy Weapon Firing Modes :
 * Sustained: Max chain is 2 by default, not forced.
 * Auto: Now hits an area as well as gives a re-roll, specific area not determined.


 * Single, Burst, Auto, Sustained, and Charge
 * Not every energy weapon will have all of the potential firing modes
 * Suppressive was exclude with the logic that the high heat costs of firing an energy weapon would prevent it from being effectively used to suppress multiple targets
 * Sustained
 * To represent energy weapons that fire a sustained beam of destructive energy
 * If a successful hit is made, a second hit may be attempted after the first is resolved
 * Recommended damage cap per hit: 1
 * Maximum Chain: 2 hits
 * Charge
 * 2x Force
 * 2 Damage
 * Automatically overheats
 * Must charge on the turn prior to firing
 * Charging requires a Major Action
 * Automatically ends turn
 * -3 Agility until the shot is fired
 * penalty stacks
 * Shot will automatically fire after one round of charging

Standard Energy Weapons: versions and heat values
Laser Pistol : Normal Version Heat-Light Version Long-Range Version Laser SMG : Normal Version Heat-Light Version Long-Range Version Laser Rifle :
 * Force: 8
 * Max Range: Short
 * Firing Modes: Single, Burst
 * Heat (Single, Burst, Max Heat, Cooling): 1, 3, 6, 3
 * Force: 6
 * Max Range: Short
 * Firing Modes: Single, Burst
 * Heat (Single, Burst, Max Heat, Cooling): 0, 2, 6, 3
 * Force: 9
 * Max Range: Medium
 * Firing Modes: Single, Burst
 * Heat (Single, Burst, Max Heat, Cooling): 2, 4, 6, 2
 * Force: 8
 * Max Range: Medium
 * Firing Modes: Burst, Auto
 * Heat (Burst, Auto, Max Heat, Cooling): 2, 3, 6, 3
 * Force: 6
 * Max Range: Medium
 * Firing Modes: Burst, Auto
 * Heat (Burst, Auto, Max Heat, Cooling): 1, 2, 6, 3
 * Force: 9
 * Max Range: Long
 * Firing Modes: Burst, Auto
 * Heat (Burst, Auto, Max Heat, Cooling): 3, 4, 6, 2
 * Force: 11
 * Max Range: Long
 * Firing Modes: Single, Burst, Auto, Sustained
 * Heat (Single, Burst, Auto, Sustained, Max Heat, Cooling): 2, 3, 5, 7, 10, 4

Laser Sniper Rifle : Normal Version Heat-Light Version Long-Range Version
 * Force: 12
 * Max Range: Extra Long, ExtraExtraExtraExtraExtra Long if Charged Shot
 * Firing Modes: Single, Sustained, Charge
 * Heat (Single, Sustained, Charge, Max Heat, Cooling): 2, 5, 10, 10, 3
 * Force: 11
 * Max Range: Extra Long
 * Firing Modes: Single, Sustained
 * Heat (Single, Sustained, Max Heat, Cooling): 2, 3, 10, 3
 * Force: 13
 * Max Range: ExtraExtraExtraExtraExtra Long
 * Firing Mode: Charge
 * Heat (Charge, Max Heat, Cooling): 5, 5, 1

Reloading : Still requires a Major action unless otherwise noted

 Energy Weapons - Plasma

Pistol
 * Force of 9.
 * Short Range
 * 0,2,6,3(Single,Burst,Max,Cool)

Plasma Rifle :
 * Force: 12
 * Max Range: Medium
 * Firing Modes: Single, Burst, Auto, Spray
 * Heat (Single, Burst, Auto, Spray, Max Heat, Cooling): 0, 1, 2, 4, 10, 2

Extended Magazines : More plasm weapons data to comes
 * Represented as multiples of the original magazine (2x, 3x, etc)
 * Multiples applies to weight of a given magazine
 * User does not have to spend a Major action to reload until the specified number of original clips-worth of ammo have been expended

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Standard Armor

Standard Ranged weapons