Savage Stuffing

Tuesday, April 26, 2005

Metroid: Arm Cannon Modes

Power Beam

This is the default mode of the Arm Cannon. A charged particle shell is wrapped around a modulated energy pulse, which is then fired out of the Arm Cannon's barrel at high speed using specialized magnetic accelerators. Upon impact, the particle shell disentigrates and the energy held inside is released, damaging the target. The efficiency of the Chozo technology allows for very rapid firing of the Power Beam, increasing the likelyhood of surviving an encounter with an enemy by 62%.

Damage: 2d6+1
Range (in meters): 12/24/48
Notes: AF3


Charge Beam
The Arm Cannon can be configured for a higher output. But, the increased demand on the suit's power requires that the energy be stored in a specialized capacitor, which will store any type of energy. The capacitor takes the energy normally used for a power beam shot and stores it in an "elastic" charged particle shell at the end of the Arm Cannon's barrel until the suit's wearer trips the release. When released, the energy encased in the particle shell travels in a straight line until impact. The energy is then released in a bright flash, damaging even the most heavily armored targets. There are also Charge settings for the other modifications to the Arm Cannon. These use a similar build-up cycle, but with differing effects.

Damage: 4d8
Range (in meters) : 12/24/48
Special Notes: HW; 1 round of charging required before firing


Wave Beam

The Arm Cannon's generator contains a highly advanced energy converter, allowing the suit to generate different kinds of energy for various reasons. This modification allows the converter to generate electrical energy. The Wave Beam is created by forcing excited electrons through phased quarzite crystals, which focus them into semi-coherent energy "strings." The modification then fires three "strings" which trail from seperate charged particle shells, allowing for greater range and accuracy. The shells travel in a wave pattern created by the electrical attraction of the strings, which also keeps the strings on a straight course. The Charge Wave Beam collects the electrical energy in a particle shell much like the Power Beam's Charged mode. The contained electrical energy creates a taser effect when it impacts its target, causing disorientation and dizziness to living organisms and some mechnical constructs.

Damage: 3d6
Range (in meters) : 12/24/48
Notes:

Charge Damage: 4d6+2
Charge Notes: HW; -2 to recover from Shaken; 1 rnd of charging required before firing


Ice Beam

The Ice Beam is somewhat of a mystery to scientists. The Arm Cannon's energy convertor creates this modification by inversing the energy from the generator. It's still baffling as to exactly how the convertor achieves this. It is yet another demonstration of the far advanced technology of the Chozo. The result is a form of energy that actually removes heat from the target. When a target is hit by the beam, it can become sluggish, or even actually freeze, a layer of ice forming around the subject preventing movement. A frozen target will eventually free itself from this encasement, however. A Charged Ice Beam enhances this effect, causing a thicker layer of ice to form and extending the time a target remains frozen.

Damage: 3d6
Range (in meters) : 12/24/48
Notes: Ensnare for 3 rnds; a raise on the attack goes toward the Ensnarement effect instead of damage

Charge Damage: 4d6+2
Charge Notes: HW; Ensnare +1 rnd/rnd charging to a max of +3; a raise on attack goes toward the Ensnare effect instead of damage; 1 rnd of charging required before firing


Plasma Beam

This modification to the Arm Cannon requires increased shielding be installed for the Power Suit (the Varia Suit addition is sufficient) to prevent internal damage. The Plasma Beam uses super-heated plasma force-fed into the particle shell to create one of the most devastating beam weapons to date. On impact, the plasma detonates in a fiery flash. The intense heat is not only impressively damaging, can cause even the strongest materials to melt or catch fire. The Charge Plasma Beam intensifies this effect to the point that the target may vaporize, leaving no trace except a fine ash and the smell of burnt ozone.

Damage: 3d8
Range (in meters) : 12/24/48
Notes: Regardless of the material, when a target is hit by the Plasma Beam check to see if it catches fire

Charge Damage: 4d8+2
Notes: HW; regardless of the material, when a target is hit by the Charge Plasma Beam check to see if it catches fire; Extras Incapacitated by the Charge Plasma Beam are dead and vaporized; Wild Cards that are reduced to Incapacitated or less by the Charge Plasma Beam must make a Vigor roll or die, vaporized instantly; 2 rnds of charging required before firing.

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