Energy Weapons
Secondary Ability
When the only things standing between innocent bystanders and a raging Reality Deviant are you, your blaster, and the ability to use it, this becomes a must-have Skill. Laser guns, particle-beam accelerators, plasma hand-cannons, ectoplasmic disrupters, and other advanced weaponry demand advanced handling; any ape can fire a revolver, but only specially trained personnel know how to employ hypertech weaponry.
This Ability reflects a basic understanding of energy weapon technology (or at least the ability to turn it on, point it in the right direction, and not blow your own hand off with it), and the essential skills involved in handling, maintaining, adjusting, loading, and storing the tools of Technocratic security. For a small selection of energy weapons, see The Toybox in Appendix II.
• Novice: Imperial Stormtrooper.
•• Practiced: Competent shooter.
••• Skillful: Average Technocratic field operative.
•••• Expert: Elite Op.
••••• Master: “Phased plasma rifle in the 40-Watt range…”
Possessed By
Cyborgs, Space Marines, Black Suits, Covert Agents, Etherite Heroes
Suggested Specialties
Heavy Weapons, Experimental Tech, Repair, Small Arms, Field Modifications, Cybernetic Weaponry, Micro-Gravitational Operations, Sniper, Pulp-Tech
Referenced by 3
Bestiary
- Atlas Units mage/creature/npc/atlas-units
- Black Suit mage/creature/npc/black-suit
- PDC Aberration Hunter mage/creature/npc/pdc-aberration-hunter