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Compared to Lasers, Energy weapons have a very hard hitting power, cracking open armour and knocking targets flying with a single shot and they do with out having to use an expendable projectile like that of projectile weapons. This section of the Price Guide deals with creating your very own Energy Weapons for use in Dark Thaum PBeM's through easy to follow steps like projectile and laser weaponary.

Step One: Choose size of weapon

Choose what size weapon you wish to create from the following table. This will determine what the base cost of your weapon will be.

SizeAuxillaryPistolRifleHeavyArtillary
Cost30601807203600

Step Two: Choose Weapon Modes

To begin with, an energy weapon is considered to have a Single Fire (SF) mode. This basically means the weapon fires a shot and then takes about a second to recharge itself before firing again. However, energy weapons are capable of far more than this.

From the list below, you may choose to add the following modes to your weapon. If your weapon has more than one mode, your weapon will have a switch that will enable it to flick between modes. The cost to add to you weapons base cost is noted beneath the size of each weapon.

Recharge Shot (RS):
AuxillaryPistolRifleHeavyArtillary
51030120600

Description: This simple mode forms the basis from which all other modes. When a weapon has this mode it has a seperate recharge chamber that enable the weapon to recharge at the same time as firing, increasing the rate of fire. The weapon can now fire one shot per second without having to wait to recharge like in Single Fire mode.

Burst Fire (BF)
AuxillaryPistolRifleHeavyArtillary
1530903601800

Description: In Burst Fire mode, the weapon is capable of firing off around 3 shots per second in quick succesion. The weapon then needs a second to recharge all of it's chambers before being able to fire again. Useful for those situations where several shots maybe need to take down a target.

Automatic (A):
AuxillaryPistolRifleHeavyArtillary
30601807203600

Description: In automatic mode, the weapon can fire off an large number of shots without having to stop for recharging until it runs out of energy in it's powercells. Automatic mode fires at a rate of between 3-10 shots per second.

Full Automatic (FA):
AuxillaryPistolRifleHeavyArtillary
-12036014407200

Description: An Energy Weapon in Full Automatic is a scary prospect indeed. With improved recharge rates, the weapon is capable of firing even more shots per second than before (around 15-30 shots per second)

Extended Fire (EF):
AuxillaryPistolRifleHeavyArtillary
--36014407220

Description: Though needing five seconds to recharge between shots, Extended fire mode is a powerful mode indeed. The weapon generates a beam of energy that lasts about three seconds, rather simlar to laser in Beam Fire mode, but is a lot more destructive.

Wave Fire (WF):
AuxillaryPistolRifleHeavyArtillary
-12036014407220

Description: This mode needs like Extended Fire mode at least five seconds to recharge between shots. When fired however, it projects a wave of energy that spreads out in a 45 degree arc from the weapon, devastating anything that crosses it's path.

High Charge (HC):
AuxillaryPistolRifleHeavyArtillary
-12036014407220

Description: Once again, the weapon needs about five seconds to recharge between shots. When the weapon fires, it fires a single burst like in Single Fire mode. However, this charge is many times more powerful than the one that single fire produces, smashing aside even the most toughest of armours.

Stun Charge (SC):
AuxillaryPistolRifleHeavyArtillary
51030120600

Description: In Stun Charge mode, the gun in fact fires a very weaken charge that is not intended to damage but rather stun an opponant, temporarily dazing them with nothing more than perhaps a bit of brusing. A Stun Charge can be fired about once per second.

Step Three: Choose Number of Powercells

At this stage it is considered that you weapon holds only one powercell from which it takes energy from. However, for some weapons, especially in some modes, this means one is going to need to constantly change the battery (the power usage is explained below under powercells). To ease the trouble of this during battle, some weapon are capable of holding more batteries. This costs an additional 10 credits per powercell to be held and the maximum number of powercells a weapon can hold depends on it's size as follows:

SizeAuxillaryPistolRifle
No of Powercells124

Heavy Weapons: Because of their size, heavy weapon require a larger power cell called a Heavy Power Cell. A Heavy Weapon comes with the ability to hold one of these already and hold an additional one for the cost of 50 credits.

Artillary Weapons: Like Heavy Weapons, Artillary requires larger batteries. In the case of Artillary, this is the Artillary Power Cell which the artillary piece can already use one. It can have an additional Artillary Power Cell added for 500 credits.

Step Four: Work out Availability

To work out how easy it is to get hold of the Energy weapon that you have designed is, use the following rules:

Super Rare Energy Weapons: Any Energy weapon that is off Heavy or Artillary size or has the modes Full Automatic, Extended Fire, Wave Fire or High Charge.

Rare Energy Weapons: Any energy weapon that does not fall into the Super Rare catogry.

Common Energy Weapons: There are no common energy weapons outside of the nation of Resque.

However, if you are purchasing energy weapons inside the nation of Resque, then use these rules instead to work out the availability of the weapon as Energy weapons are pretty much common place in the nation of science:

Common Energy Weapons: Any energy weapon that is of auxillary, pistol or rifle size and does no have the Extended Fire, Wave Fire or High Charge modes.

Super Rare Energy Weapons: Any energy weapon of artillary size.

Rare Energy Weapons: Anything that doesn't fall into the above two catogries (i.e. all Heavy Energy Weapons and lighter weapons with Extended Fire, Wave Fire or High Charge modes).

Step Five: Abbreviate your weapon

The final step now is to summerise you weapon into a short description for use in game. Begin this by giving your gun design a name and then putting in brackets after the information about the gun, using the slash/ mark to seperate details and keeping it in this order: Size, Modes, Number of Powercells, Cost and Availability. Here's one example already worked out for you:

Forcefire Rifle (Rifle/RS,WF,SC/4/630/SR)

Thi information tells us that the Forcefire Rifle is a rifle sized weapon, can fire in the Recharge shot, wave fire and stun charge modes, has space for 4 powercells and costs 630 credits. It is classified as being Super Rare, though note that if it had been purchased in Resque it would only be classed as Rare.


Power Cells and Power Usage

Powercells are the batteries that Energy Weapons use to provide energy. As powercells are used for a variety of items, not just Energy Weapons, they are covered more indepth in miscellaneous items in the pricing guide. However, here we shall deal with the energy usage of a typical Energy weapon.

Your standard Powercell is assumed that once fully charged to hold a charge of 100%. Everytime you fire your weapon though, that charge will drop, depending on the size of the weapon and what mode it is being fired in. Use the following table to work out how much charge is lost everytime the Energy Weapon is fired:

AuxillaryPistolRifleHeavyArtillary
Single Fire2%4%8%16%32%
Recharge Shot2%4%8%16%32%
Burst Fire6%12%24%48%96%
Automatic20%40%80%160%320%
Full Automatic-100%200%400%800%
Extended Fire--400%800%1600%
Wave Fire-200%400%800%1600%
High Charge-200%400%800%1600%
Stun Charge1%2%4%8%16%




























































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